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FS#2494 - Rockblox patch file

Attached to Project: Rockbox
Opened by Toni (ahellmann) - Sunday, 01 May 2005, 20:21 GMT+1
Last edited by Toni (ahellmann) - Tuesday, 26 July 2005, 13:25 GMT+1
Task Type Patches
Category Games
Status Closed
Assigned To Robert E. Hak (adiamas)
Player Type
Severity Low
Priority Normal
Reported Version
Due in Version Undecided
Due Date Undecided
Percent Complete 100%
Private No

Details

The game image has been rotated by 90 degree to
make it more playable on archos and iriver platforms.
For iriver the blocksize has been increased from 4x4 to
7x7 pixels. In addition I reduced the virtual bitmap from
1byte/blockposition to 1pixel/blockposition.
   patch (22 KiB)
   diff (25.9 KiB)
   rockblox.patch (25.7 KiB)
 rockblox.c |  900 ++++++++++++++++++++++++++++++++-----------------------------
 1 file changed, 478 insertions(+), 422 deletions(-)

   rockblox.patch (25.3 KiB)
 rockblox.c |    2 ++
 1 file changed, 2 insertions(+)

This task depends upon

Closed by  Nils Wallménius (nls)
Sunday, 09 July 2006, 15:40 GMT+1
Reason for closing:  Out of Date
Additional comments about closing:  RockBlox has been replaced by Tetrox.
Comment by Linus Nielsen Feltzing (linusnielsen) - Monday, 02 May 2005, 07:29 GMT+1

I disagree about the increased playability on the Archos
platform. The tilted screen allows for larger blocks on the
tiny display. The idea is that you are supposed to rotate
the player when playing rockblox. I'd like an option for it.

What was the point with the 1pixel/blockposition change?
Comment by Toni (ahellmann) - Tuesday, 03 May 2005, 22:36 GMT+1

rockblox:
- option for horizontal/vertical game flow
- option for preview display on/off
- increased blocksize for ARCHOS on horiz.mode
- reduced memory consumption (1pixel/blockposition), which
leads to 112x64 (160x128) bits instead of bytes
Comment by Linus Nielsen Feltzing (linusnielsen) - Tuesday, 03 May 2005, 23:07 GMT+1

Great work!

I still don't get why the reduced memory consumption is
needed. It's not a big deal, I just don't think that the
"optimization" is necessary, as there is plenty of memory
available.
Comment by Toni (ahellmann) - Thursday, 05 May 2005, 10:15 GMT+1

minor further improvements
- more user friendly menu screen
- better "USB connected" handling
- "full" blocks at 3x4 px blocksize
Comment by mat holton (matholton) - Thursday, 09 June 2005, 17:50 GMT+1

A couple of things here. Firstly, I'm not sure of the point,
Tetirs, oops Rockblox is better played on a portrait instead
of landscape display, but why not have an option to rotate -
what the heck! The point about saving memory, I havn't
examined the code yet but if we can only have one bit for
blocks does this mean we can't have the possibilty of having
gray-scale blocks in the future (it's allways beena plan of
mine to make a gray-scale option for Rockblox)
Comment by Toni (ahellmann) - Thursday, 09 June 2005, 21:42 GMT+1

The one-bit-per-block virtual bitmap is only used for block
collision detection. So there is no disadvantage with it. The
graphical output only depends on the interface
capability (currently only black & white). And rotation is
already possible. :-)
Comment by Toni (ahellmann) - Tuesday, 26 July 2005, 13:25 GMT+1

I reapplied my changes and extened the rockblox.c file to the
current plugin interface:
- adaptations for lcd interface
- bloxs with 3 gray values (optional)
- minor change in starting a block
- minor change in game end condition

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