This brings puzzles up-to-date with upstream revision
2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made
by me, including cursor-only Untangle and some compilation fixes
remain. Upstream code has been moved to its separate subdirectory and
future syncs can be done by simply copying over the new sources.
Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
- line drawing should eventually be moved to xlcd, but for now it's very unportable code
- also fixes a minor issue with the configuration screens
Change-Id: I897f01b7210cbbec32665c2bc67920c965ea0bec
- line drawing should eventually be moved to xlcd, but for now it's very nonportable code
- fixes a minor issue with the configuration screens
Change-Id: I897f01b7210cbbec32665c2bc67920c965ea0bec
- upon a failed smalloc(), the audio buffer will be used for further allocations
- should fix things on low-memory targets (c100 and c200v2), but breaks playback
- playback should still be intact on other targets
Change-Id: Ic239f1316efadc957050afacf5c614dbbca3f805
- when an invalid string setting was entered, the string value would
continue to be used after being freed
Change-Id: I3a9da016f6f32eac8636b9f55e4e09006bc6059e
- the debug menu has been neatly hidden away in the classic Android style ;)
- playback control option added to the pause menu when possible
- also fixes a minor redraw issue
Change-Id: I00d0186986a8e659991948336b26b4f2e2a0ce66
- old acos() function was broken, replaced with a call to atan2(); this fixes "Cube!"
- Makefile extended to support building "unfinished games", but not enabled
- a backdrop issue fixed in rockbox.c
Change-Id: I9393e958d43de32f4ccf18e1cb409f75c2e1ed3c
- Updates to latest upstream (7cae89fb4b22c305b3fd98b4e1be065ad527a9f7).
- Also fixes a bug relating to updating parts of the display.
- Adds some docs.
Change-Id: Idfcce66e0cf3c59e467bab42eafc161df2e495bb
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9
MIT Licensed. Some games still crash and others are unplayable due to
issues with controls. Still need a "real" polygon filling algorithm.
Currently builds one plugin per puzzle (about 40 in total, around 100K
each on ARM), but can easily be made to build a single monolithic
overlay (800K or so on ARM).
The following games are at least partially broken for various reasons,
and have been disabled on this commit:
Cube: failed assertion with "Icosahedron" setting
Keen: input issues
Mines: weird stuff happens on target
Palisade: input issues
Solo: input issues, occasional crash on target
Towers: input issues
Undead: input issues
Unequal: input and drawing issues (concave polys)
Untangle: input issues
Features left to do:
- In-game help system
- Figure out the weird bugs
Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368