The ZEN/X-Fi (STMP3700) don't handle memory frequency scaling really well, for
this reason we run it at a fixed frequency. That frequency was previously set
to 64Mhz because when the CPU run at its lowest frequency, we set the VDD voltage
to 0.975 V and on STMP3700, VDDD=VDDDMEM and this is too low to run EMI at 130Mhz.
This is not a good solution because under heavy load, running the EMI at 64Mhz
results in frame drops and a sluggish device. Thus we now run the EMI at 130Mhz
all the time now. To do so, increase the minimum VDD voltage to 1.275 V.
This may result is a decreased battery life on those targets but it will also
avoid all sorts of glictches and all the device to truly run at full speed.
Change-Id: Ia8391492c29fe67bc2701aa7d8cfd00a9df349e8
This brings puzzles up-to-date with Simon's tree, along with the
rockbox-specific changes I made. Note that I also got rid of some
of the ugly floating-point code in rbwrappers.c and replaced it
with wrappers for our fixed-point library.
Change-Id: Ibfb79acb15517116a26de1c3ea89e025146b9e2e
This patch disables the (deliberate) feature of "Select Level",
that selecting the current level wouldn't restart but rather
resume. (i.e. now selecting any level will always start this
from scratch).
There definitely should be a way to restart the current level
via menu. Currently the only possibility to do this is via
button presses, but (a) these are hard to remember combos, and
(b) they are not defined on all targets.
This patch is meant as a lightwight alternative to g#1356
(adding a "restart level" option to the menu).
Change-Id: I18ee5aff5c922f95c28d1edf2ba71dd2e50687d2
* Changed keymaps to PLA and added to SOURCES and CATEGORIES file
* improved keymaps: implement wrap-around and key repeat
* change keymap according to screen orientation
* fix font size calculation
* use blocking button query in main loop
* replace tabs with spaces
* added manual entry
* added original author to CREDITS
Change-Id: Id67ae99cbb7a737c7f4608e278b77a389ac2ffa6
This is pretty ad-hoc, but the only other ways are to rewrite
sprintf (which would use too much memory on the c200v2), or
implement support for floats in rockbox's formatter, neither of
which are acceptable.
Change-Id: I70d59fd3e90a16e2db9ae0a84cd8c14807f50b46
This is only really needed to save a few bytes on the c200v2, but
since it adds negligible overhead, so it's implemented for all
targets.
A stripped down version of the LZ4 reference implementation is found
in lz4tiny.c.
Change-Id: Ib914ba71c84e04da282328662c752e533912e197
- font caching is disabled
- font table is dynamically allocated
- side effect: tlsf isn't reset between runs anymore, memory leaks will have a bigger impact
Change-Id: I0b25c22665d956895e8007883d522256010d04ab
Several people asked me recently how to decrypt atj2127 firmware. Someone
posted on github (https://github.com/nfd/atj2127decrypt) a decrypt utility
clearly reverse engineered from some unknown source. The code is an absolute
horror but I concluded that ATJ changed very little between ATJ213x and ATJ2127
so I added support for the ATJ2127, credit to this github code that I stole
and rewrite (code was under MIT licence). At the same time do some small code
cleanups.
Note that there is not 100% sure way that I know to distinguish between the
two firmware types, so the code tries to do an educated guess to detect
ATJ2127. If this does not work, use --atj21217 option. Also note that contrary
to the github tool that decrypts and unpack in one go, this tool only does one
step at once. So first decrypt: HEX -> AFI, then unpack AFI -> files.
I also added for a different version of AFI. Based on AFI files I have, there
are, I think, two versions: the "old" ones (pre-ATJ213x) and "new" ones. The
tool only supported the new one but for some reason the ATJ2127 uses the old
ones without a mostly empty header. Strangely, even this mostly empty header
does not seem to follow the old layout as reverse engineered by the s1mp3
project (https://sourceforge.net/p/s1mp3/code/HEAD/tree/trunk/s1fwx/heads.h),
so in fact there might be three versions. In any case, only the header is
different, the rest of the file is identical so at the moment I just don't
print any header info for "old" files.
Change-Id: I1de61e64f433f6cacd239cd3c1ba469b9bb12442
This lets puzzles remember which fonts were loaded previously so
they can be preloaded when the puzzle is started (and the disk is
spinning), instead of while the game is being played.
- change point ordering to make concave polygon rendering work
- also enables an "Easter egg" of sorts
Change-Id: I3b4044a374dce1cff889d5f3744de9e634978591
Up to now, we'd just ignore whatever font size the puzzle asked for,
and instead just go with either the UI font or system font regardless
of their size, which led to some horrible-looking puzzles. This patch
adds the ability to automatically load fonts of the proper size when
they are available, which makes text-based puzzles such as Pattern and
Slant function correctly with any UI font.
The font pack, which should be extracted to the system-wide fonts
directory consists of 3 small bitmap fonts from 7px to 10px and then
anti-aliased Deja Vu fonts from 10px to 36px. It is available in the
source tree (apps/plugins/puzzles/fonts.zip), or from
<http://download.rockbox.org/useful/sgt-fonts.zip>.
Change-Id: I05c8fe7bd6d867e14de9b941deb91e8c642ee4a8