I use this to test duke3d in the sim, because it does some nasty pointer
arithmetic with 32-bit ints.
Should be useful for other things as well.
Change-Id: I807c81b32c61538de9edc3fca77fde193dc4e617
The simulator build will pull in the host SDL headers, which we can't
filter out easily. A simple workaround is to simply remove the pthread
include from our SDL.
Change-Id: I09de0f2e85b891aa88958e21426ab450af516e76
Adds screenshots for all supported targets. Also adds a bit of information
to point users to the data files.
Change-Id: I5e0f1bcdb73690a14616a3e486228c73b1617ffc
This greatly increases the stability of SD card write operations.
(I suspect the underlying problem is not IRQ operation itself, instead
being exacerbated by it..)
Change-Id: Ia00f0656abd4b3cb0b1b5fc9db7c1b6a02847956
There is no easy way to determine iram available for
test_mem plugin and PLUGIN_BUFFER_SIZE is definitely wrong.
Restore previous IRAM buffer sizing
Change-Id: Ia563efd46497438c111efc8d7d2bf65904ca9847
This brings the puzzles source to upstream commit e2135d5. (I've made my own
changes on top of that.)
This brings in a couple bugfixes and a new solver for Dominosa.
Change-Id: I11d46b43171787832330a5e2e0d2f353f36f727d
Seems like newer versions of mingw will sponteanously add a .exe suffix to
the output path if it doesn't have one, for example mingw-gcc -o scsitool bla
will actually create scsitool.exe and of course this breaks my release script.
Fix this by explicitely adding the .exe to avoid any problem
Change-Id: Ic8019b968b532b2ca612ba0c03977a96c22cee01
This is one of those fancy gold-plated devices. Of course it breaks my scripts
that were nicely expecting every device to start with NW.
Change-Id: I161320f620f65f4f92c2650d192b26a9831eeb9d
IRC user <sazmap> brought an error in the action system to my attention
the REMOTE_CONTEXT flag should be added if any remote button is pressed
Change-Id: Ie3aab97cf835eab108d4b2bdcd8464fcd649da42
This patch will autodetect these players, where setting the time/date
would leave the player in an unusable state.
Change-Id: I0579610ce7c10152ace27bb9c06cf6cb2aab8052
This should be done even if the backlight is set to "always off",
i.e. if the LCD is sleeping, a button press should be "eaten"
and just wake up the LCD.
Change-Id: I3946bdbbdc81f23eae3f47423123cefa275e0afc
This patch simulates the three possible states of a transflective
LCD: backlight on (bright screen as usual), backlight off (dimmed
screen) and LCD off (black screen).
Makes use of already defined 'BACKLIGHT_OFF_ALPHA'.
Change-Id: I9b0fc79b8d50c29e024ba1e6d9c2501119a7e0e0
This patch is relevant for targets with a transflective display.
If the backlight was set to "always off" (e.g. to use the lcd
in a pure passive way), and the sleep timer ran off, the LCD
would stay disabled and didn't wake up when a button is pressed.
Change-Id: I0a157c7f421d9fc4c7d8ba903f2cf93f6cef51d0
- fix double down wins/looses too much money
- fix splitting doubles lost/won amount of first split
- fix insurance pays out too litle
- fix splitting allows to overdraw account
- fix insurance allows to overdraw account
Change-Id: Ib58954d6b960fb2a78f5b4d29496974b7c58fb65
opus requires the comment header to be a valid file our codec attemps to skip the comment data
in order to reduce the ram allocated originally it caused files with large album art to skip
the beginning of tracks my first attempt at fixing this then caused files with low bitrates
to do the same while fixing files with large album art
This patch should fix both although the initial start might be a bit slower but
this shouldn't cause too much of an issue
Change-Id: Ia1c3561347894cc45f24bb2659436914f8f03b43
rewrite the logic of boomshine to make it more difficult
especially small screens
rewrite of the game engine to make memory usage more consistent
throught the level and decrease overall memory usage
this also removes most of the stuttering in play
Add test of device speed this should improve very slow devices
but the threshold might still need tweaked
Change-Id: I49f5269c69405f6b6060ab18f52c96e3f69ebb14
knocks off about .5 second from decode time not a big change but might help a bit on
devices that barely achieve realtime
Change-Id: If6e822b7273613c9449c102ce7dd3543bf975d37
This allows targets to automatically switch audio settings when the
line out is plugged/unplugged.
Only hooked up on the xDuoo X3, but there are other potential users.
Change-Id: Ic46a329bc955cca2e2ad0335ca16295eab24ad59
ogg_sync_reset() causes issues on the partial page boundary
due to the next page (already in buffer) being discarded
instead seek next page boundary past complete page
Change-Id: Ic05f188f489b015693d663f131e09cd92ad37ff7
New amounts:
7.50K main stack
0.75K irq stack
Prior values of 8K+1K overflowed IRAM by ~660 bytes on Onda 7x7 targets,
but worked on the xDuoo X3.
(The discrepancy is due to the Onda targets having more LCD code shoved
into IRAM.)
Change-Id: I16fcfae3c5f3e36db688dfa9167b620584e79df8