5d05b9d3e9
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
77 lines
1.2 KiB
ArmAsm
77 lines
1.2 KiB
ArmAsm
#include "asm_i386.h"
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.data
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fpenv: .long 0, 0, 0, 0, 0, 0, 0, 0
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.text
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.globl C(StartMSRInterval)
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C(StartMSRInterval):
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movl $0x11,%ecx // read the CESR
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.byte 0x0F
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.byte 0x32 // RDMSR
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andl $0xFE3FFE3F,%eax // stop both counters
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.byte 0x0F
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.byte 0x30 // WRMSR
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movl 4(%esp),%eax // point counter 0 to desired event, with counters
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andl $0x3F,%eax // still stopped
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movl $0x11,%ecx
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.byte 0x0F
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.byte 0x30 // WRMSR
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movl $0x12,%ecx // set counter 0 to the value 0
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subl %eax,%eax
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subl %edx,%edx
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.byte 0x0F
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.byte 0x30 // WRMSR
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movl 4(%esp),%eax // restart counter 0 with selected event
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andl $0x3F,%eax
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subl %edx,%edx
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orl $0xC0,%eax
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movl $0x11,%ecx // control and event select
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.byte 0x0F
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.byte 0x30 // WRMSR
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ret
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.globl C(EndMSRInterval)
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C(EndMSRInterval):
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movl $0x12,%ecx // counter 0
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.byte 0x0F
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.byte 0x32 // RDMSR
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ret // lower 32 bits of count in %eax
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#if 0
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.data
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Lxxx: .long 0
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.text
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.globl C(setstackcheck)
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C(setstackcheck):
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movl %esp,%eax
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subl $0x38000,%eax
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movl $0x5A5A5A5A,(%eax)
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movl %eax,Lxxx
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ret
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.globl C(dostackcheck)
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C(dostackcheck):
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movl Lxxx,%edx
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movl $0,%eax
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cmpl $0x5A5A5A5A,(%edx)
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jz qqq
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incl %eax
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qqq:
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ret
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#endif
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