This ports id Software's Quake to run on the SDL plugin runtime. The
source code originated from id under the GPLv2 license. I used
https://github.com/ahefner/sdlquake as the base of my port.
Performance is, unsurprisingly, not on par with what you're probably
used to on PC. I average about 10FPS on ipod6g, but it's still
playable.
Sound works well enough, but in-game music is not supported. I've
written ARM assembly routines for the inner sound loop. Make sure you
turn the "brightness" all the way down, or colors will look funky.
To run, extract Quake's data files to /.rockbox/quake. Have fun!
Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
This is a port of Wolf4SDL, which is derived from the original id
software source release. The port runs on top of the SDL plugin
runtime and is loaded as an overlay.
Licensing of the game code is not an issue, as discussed below
(essentially, the Debian project treats Wolf4SDL as GPLv2, with an
email from John Carmack backing it up):
http://forums.rockbox.org/index.php?topic=52872
Included is a copy of MAME's Yamaha OPL sound chip emulator
(fmopl_gpl.c). This file was not part of the original Wolf4SDL source
(which includes a non-GPL'd version), but was rather rebased from from
a later MAME source which had been relicensed to GPLv2.
Change-Id: I64c2ba035e0be7e2f49252f40640641416613439
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
Co-conspirators: Franklin Wei, Benjamin Brown
--------------------------------------------------------------------
This work is based on:
- Fabien Sanglard's "Fabother World" based on
- Piotr Padkowski's newRaw interpreter which was based on
- Gregory Montoir's reverse engineering of
- Eric Chahi's assembly code
--------------------------------------------------------------------
Progress:
* The plugin runs pretty nicely (with sound!) on most color targets
* Keymaps for color LCD targets are complete
* The manual entry is finished
* Grayscale/monochrome support is NOT PLANNED
- the game looks horrible in grayscale! :p
--------------------------------------------------------------------
Notes:
* The original game strings were built-in to the executable, and
were copyrighted and could not be used.
* This port ships with an alternate set of strings by default, but
can load the "official" strings from a file at runtime.
--------------------------------------------------------------------
To be done (in descending order of importance):
* vertical stride compatibility <30% done>
* optimization <10% done>
Change-Id: I3155b0d97c2ac470cb8a2040f40d4139ddcebfa5
Reviewed-on: http://gerrit.rockbox.org/1077
Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
With LCD driver all calculation will be performed on RGB888 and the hardware/OS
can display from our 24bit framebuffer.
It is not yet as performance optimized as the existing drivers but should be
good enough.The vast number of small changes is due to the fact that
fb_data can be a struct type now, while most of the code expected a scalar type.
lcd-as-memframe ASM code does not work with 24bit currently so the with 24bit
it enforces the generic C code.
All plugins are ported over. Except for rockpaint. It uses so much memory that
it wouldnt fit into the 512k plugin buffer anymore (patches welcome).
Change-Id: Ibb1964545028ce0d8ff9833ccc3ab66be3ee0754
This port is a hybrid native/RaaA port. It runs on a embedded linux system,
but is the only application. It therefore can implement lots of stuff that
native targets also implement, while leveraging the underlying linux kernel.
The port is quite advanced. User interface, audio playback, plugins work
mostly fine. Missing is e.g. power mangement and USB (see SamsungYPR0 wiki page).
Included in utils/ypr0tools are scripts and programs required to generate
a patched firmware. The patched firmware has the rootfs modified to load
Rockbox. It includes a early/safe USB mode.
This port needs a new toolchain, one that includes glibc headers and libraries.
rockboxdev.sh can generate it, but e.g. codesourcey and distro packages may
also work.
Most of the initial effort is done by Lorenzo Miori and others (on ABI),
including reverse engineering and patching of the original firmware,
initial drivers, and more. Big thanks to you.
Flyspray: FS#12348
Author: Lorenzo Miori, myself
Merry christmas to ypr0 owners! :)
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@31415 a1c6a512-1295-4272-9138-f99709370657
Changes by Buschel:
* Reduced footprint by making cosine table of size 1^13 instead of 1^15
* Corrected interpolation in the cos~ object
* Optimized multiplication on ARM platforms
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@26534 a1c6a512-1295-4272-9138-f99709370657
Bring Clipv1 & m200v4 plugin buffer down to this limit
zxbox, chessbox and rockboy build on the clip
rockboy doesn't build on m200v4 due to not enough buttons to make a keymap
Some gameboy roms won't run on Clipv1: tetris does but not pokemon for example
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@26144 a1c6a512-1295-4272-9138-f99709370657
- only enable overlays for targets with very small plugin buffer (<=
0x10000 bytes, i.e. archos)
- change the condition for rockboy to reflect exactly why it can be
built or not
- Some plugins need a large plugin buffer, only enable them if the
buffer is big enough (sizes measured on Clipv1)
- disable MIDI if we have 2MB (or less), we won't be able to load the
instruments in the audio buffer
- remove unusable lua overlay loader
- sokoban code is bigger on clipv1 than on SH, assume it code is 20kB on
anything but SH so it builds with buffer smaller than 192kB
- reduce the Clipv1 plugin buffer size from 288kB to 96kb, disabling
zxbox, chessbox, and fft
zxbox and chessbox have overlays which run on archos, we just need to
enable them on other targets. We'll also be able to run rockboy.
fft won't run as it needs a large plugin buffer for greylib
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@26141 a1c6a512-1295-4272-9138-f99709370657
change a lot of conditions to be more understandable
add some spacing
remove ifp conditions as disabling plugins can be done in configure
SUBDIRS: concatenate some conditions and add comments
No changes expected (no plugins added / removed) for working targets
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@26114 a1c6a512-1295-4272-9138-f99709370657
There is some more work needed:
- Keymaps are definitely not perfect, touchscreen targets are disabled due to no keymap
- There is no manual yet
Author: Delyan Kratunov
Flyspray: FS#10065
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24587 a1c6a512-1295-4272-9138-f99709370657
Reclaim 128kB of plugin buffer, audio buffer is now 4 times larger
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24323 a1c6a512-1295-4272-9138-f99709370657
* Created new directory, imageviewer/ and moved both jpeg/ and png/ under it.
- this still doesn't merge the two plugins. i.e. both jpeg.rock and png.rock will be made for color targets.
- I'm thinking to merge the two plugins to single image viewer later.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24272 a1c6a512-1295-4272-9138-f99709370657
The interpreter more or less passes all the tests in the z-machine test suite.
It should build for every target except Archos (for which it is disabled).
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24267 a1c6a512-1295-4272-9138-f99709370657
- Rename the mandelbrot plugin to fractals
- Update manual accordingly
- Separate plugin's functionality into separate files
- Lay the ground for having fractals sets other than the Mandelbrot set.
For that the following will need to be implemented:
- Create a new file for the new fracral set
- Provide key mapping to switch between sets
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24230 a1c6a512-1295-4272-9138-f99709370657
This is a first try to enable this plugin for low memory targets like our old archoses :)
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@20069 a1c6a512-1295-4272-9138-f99709370657
Initial button maps for still unsuported targets (Sansa Fuze, Sansa Clip, Sansa m200, Creative ZV(M) and the Phillips HDD1630).
Low targets like archos are still short in memory to be suported.
Update the manual for the Sansa players.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@19988 a1c6a512-1295-4272-9138-f99709370657
Coming soon: more suported targets like archos or those new ports... Once the keymaps for those targets will be done, and the memory usage issue worked out.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@19977 a1c6a512-1295-4272-9138-f99709370657