827c881583
Change-Id: Ic9ec250ad9c58dad33b703f0874c0307962fd199
49 lines
1.6 KiB
Text
49 lines
1.6 KiB
Text
Introduction
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============
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These are my port notes for Quake. This runs, of course, on our SDL
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port. See <https://www.rockbox.org/wiki/SdlPluginPort> for more.
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Port Lineage
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============
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This port stems from SDLQuake
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(https://www.libsdl.org/projects/quake/), which was built on top of id
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Software's source release.
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How is <X> done?
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================
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Custom settings: This is implemented through a modification to
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Cmd_Exec_f and Key_Bind_f, in cmd.c and keys.c.
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Sound mixing: There is a handwritten assembly sound mixing routine in
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snd_mix_arm.S, using the ARMv5 DSP extensions for saturating
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addition. Disable that if you run into sound issues.
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File caching: There is an automatic caching layer in sys_sdl.c which
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loads files over 1 MB into memory. Quake only uses about 8 MB of heap
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when running, so there's plenty of space for this on some targets
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(e.g. ipods).
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Known bugs
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==========
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SOLVED: Setting the sample rate to 44.1 KHz leads to all sorts of
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weird crashes, which stem (probably) from the same underlying memory
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corruption issue. Only thing is, it seems to occur only on hardware so
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it's a huge pain to debug.
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This issue turned out to be a synchronization issue when loading files
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from multiple threads. Fixed with some mutex locks. - 8/2/19
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There is a weird crash that occurs on simulator only when playing the
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first demo. I've inserted a splash statement so we can watch for it on
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target.
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Optimization targets
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====================
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D_DrawZSpans, D_DrawSpans8, and Turbulent8 (in d_scan.c) should be
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fairly straightforward to write in assembly and are big time
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hogs. Make them fast!
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