Re: community Digest, Vol 353, Issue 3
On Fri, Aug 23, 2013 at 10:47:14AM +, Bob Ham wrote: On 2013-08-23 10:38, Dr. H. Nikolaus Schaller wrote: Am 23.08.2013 um 12:10 schrieb Bob Ham: What's the difference between out of Production and production is stopped? Compare with a train: stopped: is at the railway station and waiting for a green light I don't understand. What is the green light with respect to the GTA04? http://en.wikipedia.org/wiki/Troll_(Internet) ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko v47 for Freerunner
Radek, really GREAT WORK! and thanks a lot for supporting gta02 --- On Mon, 8/20/12, Radek Polak pson...@seznam.cz wrote: Hi, QtMoko v47 for Freerunner is now ready for download here [1]. You can visit our homepage for more info [2]. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko's new keyboard
Geat work Radek!!! Thanks a lot for that job coming!! Rafa --- On Tue, 5/8/12, Radek Polak pson...@seznam.cz wrote: Hi, while there was discussion about hw keyboard, i was working on software onscreen keyboard with simple goal: implement the best onscreen keyboard in the world. I think i am now very close ;-) The key is to have as big buttons as possible. Here is picture and video of how it looks now: http://activationrecord.net/radekp/pub/keyboard.png http://www.youtube.com/watch?v=fyN7wS66y_I It still needs some more work, but it's currently very usable and i am really happy how it works. E.g. the video was taken with N900 in my left hand and still with the SMS layout i made no mistake. My plan for now is to finish it up and remove all those 5!! QtMoko input methods in favour of this one. I can make installable packages of the old methods if anyone is interested. This should be part of v45. For v46 i can try to implement customizable layouts and unicode characters. Regards Radek ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: How to bring forward the community?
--- On Sat, 3/3/12, Lionel Broche lionel.bro...@gmail.com wrote: Maybe using an audible 'clic' would be an alternative for touch screen keypads? or using an electric discharge to trigger the user's nerves :) (though this may lower the battery life...) Ah so you never tried fatfingershell :) Rafa PS. BTW, it uses four different sounds, so every key sounds different than its neighbors. And you have (if you want) a smooth vibration feedback as well. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
TTOS
Interesting : http://www.rastersoft.com/programas/ttos.html I have not tried to build or test. But from sources it looks like it uses sdl, so maybe it would work on FB or Xglamo/Xorg (and then maybe it would work on qtmoko, shr, or whatever). Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Openmoko Community Survey 2011 – Results
--- On Wed, 12/28/11, urodelo urodelomuta...@yahoo.com wrote: Lukas Märdian lukasmaerd...@googlemail.com wrote: On 28.12.2011 13:21, fdvj...@vodafone.it wrote: .. I reopend this poll and started the 2nd round, which is announced as top level post on serveral mailinglists. I hope we can catch some more votes this way. .. Please consider that many users may be away or busy for holiday... maybe you could extend the poll at least to the second week of January or more. IMHO. Why no the whole January? Which is the rush? Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko v37 for GTA02 - landscape big keyboard
--- On Mon, 12/19/11, Philip Rhoades p...@pricom.com.au wrote: People, bigkeyboard or biglandscapekeyboard : https://github.com/radekp/qtmoko/tree/master/src/plugins/inputmethods/biglandscapekeyboard This is good but when the text is bigger than 3 lines - you can't see what you are typing . . Yes. We need to fix that. I will try to set the visible lines = 3, so it starts to do scroll when text is larger than 3 and we can see what we are writting. Also, no sure if removing the numbers keys will do that space bigger (because the idea is removing the number keys and doing the other bigger). Let me try some tests and I will report if I was able to fix that. Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko v37 for GTA02
Hi, --- On Wed, 12/14/11, Timo Juhani Lindfors timo.lindf...@iki.fi wrote: Rafael Ignacio Zurita rizur...@yahoo.com writes: v37 of qtmoko brings a new ultra-alpha keyboard with big keys in landscape mode. So it works like this for sms : What's the name of this program? bigkeyboard or biglandscapekeyboard : https://github.com/radekp/qtmoko/tree/master/src/plugins/inputmethods/biglandscapekeyboard Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko v37 for GTA02
Hi Robin, --- On Tue, 12/13/11, robin spielr...@web.de wrote: Unfortunately my fingers are still too fat so I often mistype using it. So I was wondering if you could make it run in fullscreen mode I tried something, a few weeks ago, to get fullscreen, but without success yet. So if somebody knows how to hide the bars please help :) There are two other things I have noticed: - once I want to send the SMS and have to chose a recipient the screen rotates back, that's fine, but once I have chosen a recipient it rerotates to landscape again.. IIRC that is because when you have choosed the recipient the GUI shows you the recipients choosed and the Send button again. There, you can write extra numbers recipients, so keyboard is showed again, and it rotates the screen. - the buttons on the right are currently only to a quarter visible Yes, that was intentional. Because I could not do them (the buttons on the right) smaller. If those are showed completely the others keys will be smaller yet. would it be easy to have the letters as a set of single svg or png files of a certain size which could be altered by a theme? No idea sorry. I do not know qt well. I did that keyboard and few hacks for buttons to have a better qtmoko GUI for my fingers. Best regards and thank a lot for your feedback! Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko v37 for GTA02
Hi Robin, --- On Mon, 12/12/11, robin spielr...@web.de wrote: - SMS writing in Landscape in fullscreen mode (for my big thumbs I need all the space I can get to have the keys separated ;-) ) - Big SMS Keyboard Layout which can be as edited as the qtmoko themes, making it a bit prettier and maybe allow the user to scale its height v37 of qtmoko brings a new ultra-alpha keyboard with big keys in landscape mode. So it works like this for sms : http://www.youtube.com/watch?v=WgZCWTrAev4 Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko docs online
Hi, --- On Sun, 12/11/11, dmatthews.org m...@dmatthews.org wrote: At first it looked a bit doubtful that this had gone cleanly, but after the reboot I have the new big keyboard which is great. A wish list would be to add a few extra keys and make it useful with the terminal - I'm thinking tab complete, ^ for bash history and / path separator. The new keyboard with big keys is the first version of such idea. So, obviously, you could find bugs. We just took another keyboard code, removed some stuff, did the keys bigger, and added the autorotate. I was thinking on that idea for sms only (I use it much with mobile communications prices in Argentina). Another extra idea for this keyboard is to remove the number keys. What do you think?. That would do the keys bigger yet, which is the main goal of this new thing. Regards, Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko v37 for GTA02
Hi Radek, --- On Sun, 12/11/11, Radek Polak pson...@seznam.cz wrote: Hi, after a small delay i am happy to announce QtMoko v37 also for Freerunner. Thanks a lot for this version. As many of us think : you keep my Freeruner phone alive :) * autorotation script (Rafael Ignacio Zurita) Somebody asked me how it works : To turn on or off the autorotation feature the user will find the ON/OFF options in the services list (where you find wifi on/off, gps on/off, etc). Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Fwd: [Gta04-owner] QtMoko status
--- On Tue, 11/22/11, Patryk Benderz patryk.bend...@esp.pl wrote: Radek, this is very good news which deserves to be forwarded to the community list. [cut] that the modem can receive SMS, read contacts and i could even make phone call (without sound yet). Indeed, good news. I just hope Radek will stil find time to develop QtMoko for GTA02 :) hehe.. His work with qtmoko did me able to use my gta02 as phone for daily use. I read along different versions different contributions. So it is always a good idea to help to do qtmoko better :) (for all the gta02s around, or gta04, or whatever). Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
GameRunner 0.3 : added jffs2 image
Hi, because some of you asked for an image for NAND we created a jffs2 rootfs. Get the files from : http://gamerunner.sourceforge.net/download_installation.html (Tested using qi as bootloader.) Note: the jffs2 rootfs is the full system without The Battle for Wesnoth game (no more space available on NAND partition). If you want that specific game either you remove some games from /usr/games/installed/* and unpackage it there, or you unpackage the game on a microSD and do a proper link /usr/games/installed/wesnoth - /path/to/wesnoth/on/uSD Regards, Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
GameRunner distribution v0.3
Hello, new version of GameRunner after almost one year. GameRunner is an Openmoko Linux distribution. It aims to convert the Freerunner phone into a Linux-based handheld game console : http://gamerunner.sourceforge.net/ New Version 0.3 Available : http://gamerunner.sourceforge.net/download_installation.html Screenshots, pictures and instructions about how to play : http://gamerunner.sourceforge.net/games.html Changelog since 0.2 : - added The Battle for Wesnoth game - added Free Heroes II game - added RoadFighter racing game - added Xgalaga game - added GnuBoy emulator - added Xvier (4 in a row) game - fixed the problem with ubifs on nand (previous versions used to corrupt FS on NAND) - added bigger icons for launchers - improved a bit the snes9x performance Some random notes : - Boot time using qi is 15-20 seconds since second boot - Many games use gamerunner gamecontrol which we wrote to control games like an external gamepad. With this tool we do not need to modify games source code in order to use touchscreen and accelerometers as controls. If it is hard for you to play games, please, read the documentation on screen and gamerunner web site. Also, you will find a video explaining the two modes feature. The gamecontrol has a lot of command line arguments, so you can set your own settings for it. - Use Power button for exiting any game and get back to main menu. - Use Aux button for switching mode in games using gamerunner gamecontrol. - We have a forum to share suggestions, ideas, contribution work or report of bugs. Also, we think openmoko mailing list is fine as well. - save does not work on The Battle of Wesnoth. We will work on that. Sorry about the delay for this new version. We got several suggestions on forums, but we have not had time to work on those ideas before. Now we finally did, so enjoy :-) Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Openmoko community resources (was Re: [WikiReader] what's up with Wikitravel?)
--- On Thu, 2/3/11, Sean Moss-Pultz s...@openmoko.com wrote: Yes it would require the new base file. Please let us know what you think! Hello Sean, community, question: which is the current status of the Openmoko community resources?.. You know? projects.openmoko.org is down, we know. Several days ago community mailing list (and maybe others) has not been working. From http://lists.openmoko.org/pipermail/community/2010-December/064043.html The change is going to be permanent, as the current installation is unmaintained for about a year and poses severe security risks. (at least for projecst.openmoko.org) Should openmoko users/fans try to set other services to survive? Suggestions? I guess that if somebody does not pay some bill at some moment, all openmoko.org resources will go down (wiki, mailinglists, etc) without a previous announcement. It was not fun last time with mailing lists down, because without it nobody knows how to agree new ways to communicate. Yes, there are some IRC channels yet, but mailing lists are the most active. Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: wiki down?
Hi Harald, --- On Tue, 12/21/10, Harald Welte lafo...@gnumonks.org wrote: On Tue, Dec 21, 2010 at 12:58:40PM -0800, Rafael Ignacio Zurita wrote: --- On Tue, 12/14/10, Harald Welte lafo...@gnumonks.org wrote: Anyone knows what happened to the wiki.openmoko.org? Sorry, this was an unexpected after-effect due to a kernel update on one of our machines. The virtual machine running the wiki did not come up after the reboot for some reason, and I was only checking the mail / mailinglist service (a different vhost) after the reboot and thought everything was up and running. Please let me know if there are any other oddities, The projects site is down as well. I tried : http://projects.openmoko.org/ http://ffs.projects.openmoko.org/ Is that also related with those machines? Yes, it is related. However, the reason for the downtime is the fact that nobody is maintaining the projects.openmoko.org installation anymore, and it is running a machine with such old OS + software that for simple security reasons we had to take it down. I wish there was a different choice, but we are out of options. There is nobody maintaining projects.openmoko.org :( :-( Do you know if there is some backup of the projects web pages? I would like to get the index.html and few files of my project. I was hoping for a solution where we can keep all the old proejcts.om.org content in read-only mode, but once again, who is supposed to do the sysadmin work required for that? I do not know. Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: wiki down?
--- On Tue, 12/14/10, Harald Welte lafo...@gnumonks.org wrote: Anyone knows what happened to the wiki.openmoko.org? Sorry, this was an unexpected after-effect due to a kernel update on one of our machines. The virtual machine running the wiki did not come up after the reboot for some reason, and I was only checking the mail / mailinglist service (a different vhost) after the reboot and thought everything was up and running. Please let me know if there are any other oddities, The projects site is down as well. I tried : http://projects.openmoko.org/ http://ffs.projects.openmoko.org/ Is that also related with those machines? Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [qtmoko] v24 importing contacts
--- On Wed, 6/30/10, Nashvin Gangaram nashv...@gmail.com wrote: I just installed qtmoko v24 yesterday, and it shows all my SIM contacts... Regards, Nashvin On Wed, Jun 30, 2010 at 12:48 PM, Risto H. Kurppa ri...@kurppa.fi wrote: Hi there! Installed qtmoko v24. FAST SMOOTH, awesome!!! But no contacts. How do I import contacts from SIM? Maybe this could be suggested in the first-run-wizard? Maybe document it in the wiki? Fun. I tested qtmokov24 and it also, like Nashvin, shows all the SIM contacts. But it also always shows battery status like if it is charging, when no. And more, I installed latest SHR unstable and it does not show the contacts. I like both anyway ;-) Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: GameRunner 0.2 is out ! : snes9x, more games, and fixes
--- On Thu, 5/13/10, Al Johnson openm...@mazikeen.demon.co.uk wrote: On Thursday 13 May 2010, Rafael Ignacio Zurita wrote: Hi, we have released a new GameRunner version : 0.2. More games, and new [snip] Sounds great. Unfortunately when I try to download I get 'Permission denied' Odd. I have checked that yesterday and now as well, and I do not see problems. (using the links from http://gamerunner.sourceforge.net/download_installation.html ) Can you try again? If you still have problems please tell me and I will stare for a while again. Thanks. Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: GameRunner 0.2 is out ! : snes9x, more games, and fixes
Hello, --- On Thu, 5/13/10, Fox Mulder quakem...@gmx.net wrote: Am 13.05.2010 06:52, schrieb Rafael Ignacio Zurita: Changes : * fixes in Gamerunner game control : works always and better. Now red aux button light means mode 2, so we can know which mode is the current one. Touchscreen control is more accurate. First i want to congratulate to this really nice distro. :) Today i tried v0.2 of Gamerunner. Because i'm a big fan of the old FPS (Duke3d, Quake, Doom) i only tried these three. But to be honest none of them were playable. All three started ok but the control of the player was not useable. The player in Doom was only moving sometimes and i could only get it to shoot. The menu is working quite good with touchscreen but i can't control the sliders for the sound/music volume. In Duke3d the player was always running forward and i can't control the movement. Only firing and jumping was working. I had the same problem with duke3d when i was last trying to get it working last year. Thanks for testing :) Doom and Duke Nukem 3d are unmodified. It means that these work like before (from authors ported files) : http://www.unsyncopated.com/wiki/Doom Port http://charles-henri.org/duke3d_1.0-r2_armv4t.opk For DOOM: if you have played the Doom Port before you will remember that when you run the game you need to keep your phone in some comfortable pos, because Doom takes your position as central/or home position IIRC. So start Doom and keep the phone centered like you want. If it is on the table, for example, the horizontal pos is taken by Doom as central, so it will be hard to move the player. For Duke Nukem I have seen that sometimes it does not work like we want, but after re start the whole game usually work (perhaps some init vars?) Only Quake was working more or less with accelerometer (but not with touchscreen) but the sensitivity was so high that only a very very little movement of the neo case leads to a big movement. Therefor it was nearly impossible to control the player in a accurate way. The sensitivity of the accels should be about 1/10 of it's current state. Quake is using our game control. Because our game control is for all kind of games it could be no the best yet. But it is working and we are working to improve it again and again ;) Regards. Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
GameRunner 0.2 is out ! : snes9x, more games, and fixes
Hi, we have released a new GameRunner version : 0.2. More games, and new features. GameRunner is an Openmoko Linux distribution. It aims to convert the Freerunner open mobile phone into a Linux-based handheld game console. It is simple, and contains cool open source games suitable for Linux mobile devices. New stuff : * new simple app fileselector (finger friendly), useful for Super Nintendo Emulator and Mplayer * added Snes9x (Super Nintendo Emulator), Mplayer, GNURobbo, fatfingershell, and Block Rage game * pressing power button any time quits the current game (resets X and GUI) * added help screen for every game using GameRunner game control The help screen also asks user to start the game with sound or no sound. Changes : * fixes in Gamerunner game control : works always and better. Now red aux button light means mode 2, so we can know which mode is the current one. Touchscreen control is more accurate. Get the files:http://gamerunner.sourceforge.net/download_installation.html Home Page and Forum: http://gamerunner.sourceforge.net Current List of Games: http://gamerunner.sourceforge.net/games.html Enjoy! Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: GameRunner distribution
Hello, --- On Sat, 5/1/10, Frank Meier newslett...@dedanaan.de wrote: I've tested your distri. But for most games I get a only white screen with yellow/green fragments. Other games didn't start Thanks for testing. About the issues: odd :( I would guess that something was bad with download or installation. We have tested with two hardware revisions and with both : Qi and uBoot. For the behavior you are telling me I would guess that the kernel is not the proper kernel gamerunner uses, but I can be wrong because I do not have more details about your problem. Can you download and test again? If so, check that the kernel you download is properly placed on first partition (if you use uBoot) or as /boot/uImage-GTA02.bin file in the same rootfs partition. If you see those problems again then please give us more details about and we will try to help you. Thanks again. Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: GameRunner distribution
--- On Fri, 4/30/10, urodelo urodelomuta...@yahoo.com wrote: Good idea! :-) Any plan to include any emulator? Will it be possible) I did some tests one year ago. Now I need to come to life again that work started. http://fz.hobby-site.org/om/emulators/ Regards, Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: GameRunner distribution
Hi, --- On Fri, 4/30/10, ANT ant0...@gmail.com wrote: I've just tested this distribution and it works very well. Fast booting, a lot of games with well adapted controls, great performance and bug-free QVGA mode. I have a feature request: launcher must have an option to show a hint on how to play the game before starting it. Your idea is really useful.. I will add that feature soon ;) Thanks. Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
GameRunner distribution
Hello, GameRunner is an Openmoko Linux distribution. It aims convert the Freerunner open mobile phone in a Linux-based handheld game console. It is simple, and contains cool and suitable open source games for Linux mobile devices. http://gamerunner.sourceforge.net/ We have been working in this idea for a couple of months (in 2009), improving current openmoko games, and writting a game control useful for any game. Our first idea is always to have with us a SD full of games to play. Because the last two months we did not do much, I am announcing it, so other gamers can try it. All the games which use the new gamecontrol does not work well the first time you run these. After, all go okey. Moreover, we need to improve that general game control that we are writting, because it is not so cool yet. But well, you can play if you know well it :) For other games we have worked improving speed as well. If we get some free time to continue we will add super nintendo emulator (which we already have tested) and new versions of the new game control. After, we'll add more games specifically built for this game distro. The web site has some docs as well about our work. Cheers -- Rafael Ignacio Zurita ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: GameRunner distribution
Hi, --- On Thu, 4/29/10, Sebastian Krzyszkowiak d...@dosowisko.net wrote: On 4/29/10, Rafael Ignacio Zurita rizur...@yahoo.com wrote: Hello, GameRunner is an Openmoko Linux [snip] GameRunner is based on Linux Image-gta02-g291a9d50_mwester-stable.bin kernel and Om2008.9-gta02-20081117.rootfs. XGlamo is providing X. OMG, it's sooo old! I think you can make it a LOT faster by using newer kernel (for instance, andy-tracking HEAD), and maybe X.org instead of Xglamo (but with this one i'm not sure if it will give performance boost, but I believe it will :P) We have tested several alternatives. Check the boot speed, check the games speed, and then tell us which option is better :) Anyway, another reason is that many games were modified for that kernel API as well. I am not sure if you can play Doom using current kernel; and I see a little anarchy as well with current kernel + X/Xfbdev/Xglamo/xorg + xrandr + /etc/fb.modes + rotation + screen sizes, etc. But again, the base system is not important. We checked the alternatives and we decided that base system. It is okey for all the sdl+allegro games, and we are not going to maintain a base system. We just need more games :) Regards. -- Rafael Ignacio Zurita ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: ventura upgrades
Hello, --- On Wed, 4/14/10, c_c cchan...@yahoo.com wrote: Thanks to an unknown contributer (googlecode hides email ids) - ventura has had a few usability improvements for finger scrolling, pg up, pg What I usually feel is that this kind of mails would need few lines more : What is ventura? What are its features? How to use it? Do you have a link of some screenshot? Do you have a link of some short ventura video? Often there are similar mails explaining some new features of differents new apps versions, but because I do not read all the mails I do not know, from time to time, what thing those mails are showing. Regards, Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [qtmoko] regression in power management (was: qtmoko v21)
Hello, --- On Fri, 4/9/10, Alfa21 freerun...@my.is.it wrote: I hope there are no regressions from previous version. If yes, please let me know i will try to fix them for next release. found a regression: in v21 if you boot on battery and then attach usb, the power profile is still on battery. eg, if you have enabled suspend: - ssh connection will be paused because of std-by - recharge will be paused on std-by btw if you go to power management you can manually disable suspend the same here. Radek, I did the upgrade as you suggested (from v19 to v21) without reflashing, and after some few shutdown device - power on I realized that the system thinks that it is still on battery when it is usb attached. So it suspends as Alfa21 also reports. Regards. Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: player
--- On Wed, 4/7/10, jeremy jozwik jerjoz.for...@gmail.com wrote: Norris norris.ch...@mail.ru wrote: I want to ask: what player do you use? I want listen music too :) mplayer via command line. that was until the pause function started only working half way. mplayer via command line on ffs (and using qtmoko) works okey (pause and other functions) Regards, Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: where to get libSDB_terminal.so ?
--- On Fri, 4/2/10, Kai-Martin k...@familieknaak.de wrote: The transparent design of the fat finger shell intrigues me. So I gave it a try and installed with opkg from http://ffs.projects.openmoko.org/fatfingershell_0.2_armv4t.ipk Unfortunately, fatfinershell keeps telling me that it needs libSDB_terminal.so: / $ fatfingershell fatfingershell: error while loading shared libraries: libSDL_terminal.so: cannot open shared object file: No such file or directory \--- If I use fatfingershell.sh I get: /-- $ fatfingershell.sh dark1!=4 fatfingershell: invalid option -- 'e' 0-0-73-124-w-w-1 75-1-125-123-q-Q-2 129-0-180-123-w-W-1 186-0-235-123-e-E-2 240-0-290-123-r-R-1 (...many more similar lines...) 422-381-476-479-.--4 478-381-561-478-b-b-3 563-381-638-479-f-f-4 No se pudo iniciar el modo grafico No video mode large enough for 640x480 \--- What should I do to get fatfinger up and running on my Freerunner with SHR- unstable installed? The problem looks like your shr-unstable can not rotate the screen to get 640x480. I am not sure about the current situation with xglamo, xserver, etc + xrandr. It looks like with some kernels it is able to rotate X with xrandr, and with other kernels we can not. The script fatfingershell.sh is the proper script to run fatfingershell. If you try the binary it will complain with graphic mode and libsdl terminal. So we need, first, to solve the rotate problem with different distros and current kernels. If you only want to understand sdlterminal (fatfingershell uses it) you can use its home page : http://www.loria.fr/~rougier/sdl-terminal.html It seems that the site is broken or it does not exist anymore :( I have the sources somewhere, so I can send you those or we can ask author. IIRC the binary library for fatfingershell is under /usr/share/fatfingershell/libs. Regards, Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: where to get libSDB_terminal.so ?
--- On Fri, 4/2/10, Rafael Ignacio Zurita rizur...@yahoo.com wrote: ... snip ... If you only want to understand sdlterminal (fatfingershell uses it) you can use its home page : http://www.loria.fr/~rougier/sdl-terminal.html I found the link. The author modified his web page : http://www.loria.fr/~rougier/coding/index.html (check under Probably outdated section). Anyway, it is just useful for transparency on fatfingershell or new sdl apps using that lib. Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Thone 0.5
Hello Pike, --- On Tue, 3/30/10, pike pike-openm...@kw.nl wrote: On April 1st, 2009, Werner Almesberger wrote April 1 is not over yet ;-) [1] Following up on that discussion, I decided to write a bunch of shell scripts to read/write sms, calls, manage your address book etc. At first, they were basicly mdbus wrappers. But it apparently took me a full year get the details right. And today is a nice day to release what I have http://wiki.openmoko.org/wiki/User:Pike/Thone I'm curious what y'all think. My aim was to write something that would beat the guis: quicker to load, easier to work with, more reliable, and, when using a gui like FatFingerShell [2], prettier :-) But to be honest, I'm not there yet. I learned the nitgrit of bash, sed and awk along the way; most of the code already looks like babytalk to me now, but well it works. Grrreat!.. :-) Thanks a lot!. I will test your job on fatfingershell asap and I'll let you know how it goes. Since new libsdl lets us run/rotate sdl applications on fb directly it would be possible to start the system with just a shell to work :) Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: gta02-core (was Re: OM future)
Hello, --- On Thu, 2/25/10, Rui Miguel Silva Seabra r...@1407.org wrote: Em 25-02-2010 01:39, Carsten Haitzler (The Rasterman) escreveu: boys with the big pots of money are surprisingly close [snip] compromises. but you can get some of it at least. Oh come on, don't beat them with a stick, if you don't have people working on this now, then when the time comes there will be pretty much nothing to show and all the time of development will have to start *then* instead of now :) The beauty of these communities thing is that one resource spent in developping gta02-core is not one resource not spent in SHR because (and I might be wrong here because I'm not into gta02-core) most likely gta02-core people don't feel as excited writing software for a smartphone environment (PIM, call support, other apps, etc...). As such, gta02-core people are not diminishing SHR people, but complementing. You are right and that is my point. The other bits around about big companies with money doing propietary stuff is off topic; since the original thread mail was intended to talk about community projects which learn the proper software/hardware development processes needed for an open mobile phone, no about who is going to do a product for the 95% of the market and which is that product. Sorry for my english guys, maybe I did not explain the idea very well. Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
gta02-core (was Re: OM future)
Hi, I think that gta02-core is the key (or part of). All of us have been talking about the problems with openmoko hardware for years. And because all of us have different ideas and feelings we use this list as our psychologist :-) But still if there are a lot of different ideas and feelings I always read the same conclusions : - Openmoko hardware has problems - There is no other open linux mobile phone like we want (open on both, software and hardware sides : without signed bootloader images/etc) Also, because we write those feelings all the time, we can read the answers from old Openmoko devels who also have differente ideas. But, most of them have, as well, the same conclusions : (1) Openmoko failed internally (2) The Openmoko development process was not good When we look for alternatives these are always the same, from big companies, and with the same features: propietary components and perhaps monopolistic. So I guess no, there is no open linux mobile phone like most of us want. Then, you can find possible (future) alternatives. If you read Raster words he says that just a big guy (company) can do a sucessful linux product, because it needs money and lots of people. Perhaps that would be just a small step toward an complete open Linux mobile phone. If lot of little steps are made, some day we may get what we want. But, I also feel that gta02-core is another key to fix some of the conclusions that ex openmoko developers did, because gta02-core tries to fix the process. I read from time to time the gta02-core mailing list, and irc chat log. Some people think that that project goes slow and because gta02-core won't produce the next gta03 mobile phone, then it is useless and a waste of time. But no, if you read well, then you will realize that it is a community development process, and if this project succeeds then the development of a new cool open linux mobile phone may follow similar lines of the gta02-core process documents. That would fix the (2), and then you just need a big guy, like Raster says, without internal problems like there were at (1). With (1) and (2) solved, we would have our cool linux device wanted, and without bad feelings to go to the psychologist ;-) Now, I have not tried to help a lot to gta02-core, and I don't know why there are just few people doing all the hard work. In few months gta02-core has created and reviewed the component diagrams, created and reviewed the schematics (using just open source software), found a smt line (from an university) to do the prototipes, written a footprint editor. I guess that they need the components kit that Sean/Openmoko inc promised, and help of much people from community to continue (check the tasks list to do). The important thing is that the gta02-core project output will be the development process docs and the organisation for that. Proper processes and organisation, plus software (linux+fso+shr(distros)) will give us a great opportunity to find some company without internal problems and say them : Hey, we know how to development an open linux mobile phone like it should be, so please, start a new project for that kind of hardware and we will point you how to do it ;) Now, I need to check how to really help more and stop to look for a replacement (which does not exist). fso, shr, gta02-core, other distros : thanks!, and keep the great job you do. -- Rafael Ignacio Zurita ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
can't access projects.openmoko.org via ssh/scp/sftp
Hello, I try: ssh PROJECTNAME.projects.openmoko.org but it hangs after to show the welcome Debian banner. The same with scp or sftp. With sftp I get a prompt, but a simple ls hangs. I also checked that I can run : ssh PROJECTNAME.projects.openmoko.org ls /var/lib/gforge/chroot/home/groups and I see lot of project directories. But if I run : ssh PROJECTNAME.projects.openmoko.org ls /var/lib/gforge/chroot/home/groups/PROJECTNAME/ it hangs. I have two projects, and the same happens with both of them. Is that the proper behavior? How should I edit the project web page? (that you see going to http://PROJECTNAME.projects.openmoko.org) Regards. -- Rafael Ignacio Zurita ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: fatfingershell V0.2
Hello Marco, --- On Tue, 10/27/09, Marco Trevisan (Treviño) m...@3v1n0.net wrote: Il giorno mar, 27/10/2009 alle 16.37 -0300, Rafael Ignacio Zurita ha scritto: Hello people, there is a new version of fatfingershell (0.2). It is a virtual terminal for Openmoko mobile phones, with a fullscreen keyboard, and sound/screen/vibrator feedback. Nice work! Thanks!, Suggestions and feedback are always welcome. Would be possible keeping the same system but allowing an usage in 480x640 mode? You mean a smaller keyboard? (width 480?), and the same for the terminal?. I am not sure if I can (using the same font) to put 80x24 (columnsxlines), which is the original idea for the shell. Let me know if I am understanding well your idea :) Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: fatfingershell V0.2
Hello, --- On Tue, 10/27/09, Łukasz Pankowski lukp...@o2.pl wrote: Rafael Ignacio Zurita rizur...@yahoo.com writes: Hello people, there is a new version of fatfingershell (0.2). (snip) Moreover it is comfortable for fat fingers. Thanks for that, really usable shell. The keyboard lacks only small feature, I tried to run $ mdbus -s org.freesmartphone.otimed and made a typo, and I see right and left cursors (preferable on keys in FN mode) are a must. I can do well with C-p and C-n to browse shell history (as you hit them once or twice), but multiple C-b or C-f to move inside the line to edit it is a pain and unusable. Well, I use bash, and set -o vi, so I can use ESC, and then h j k l for left, down, up, right ;-) But, yes, arrows keys are in my TODO list. Thanks for the feedback. Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: fatfingershell V0.2
Hello, --- On Wed, 10/28/09, ri...@happyleptic.org ri...@happyleptic.org wrote: -[ Tue, Oct 27, 2009 at 04:37:15PM -0300, Rafael Ignacio Zurita ] there is a new version of fatfingershell (0.2). Trying it on Hackable1, I got : No se pudo iniciar el modo grafico No video mode large enough for 640x480 Apparently it rely on SDL being able to open a 640x480 fullscreen window. Can't it work in portrait mode ? Question: the problem looks like you don't have xrandr in Hackable1 right?. If you have, can you rotate the display to landscape? The fatfingershell.sh tries to rotate the display with xrandr first, then runs the ffs binary. Portrait: no yet, and I am not sure if I want a portrait mode. I want a 80x24 shell, and comfortable keyboard. I don't know how to do that in portrait mode yet. Regards, Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
fatfingershell V0.2
Hello people, there is a new version of fatfingershell (0.2). It is a virtual terminal for Openmoko mobile phones, with a fullscreen keyboard, and sound/screen/vibrator feedback. You can set the colors and the transparency, set new keyboard layouts (hard yet) and replace the sounds. The fullscreen keyboard aims to be complete and useful for sh/bash, vi and common console apps, like top, mocp, mplayer, mc, gnu tools, etc. Moreover it is comfortable for fat fingers. The new stuff : - better performance - scroll - vibration feedback - better sources - ipkg package Installing ffs : opkg install http://ffs.projects.openmoko.org/fatfingershell_0.2_armv4t.ipk Web page and documentation : http://ffs.projects.openmoko.org/ (check the TODO, we need useful scripts yet :-) ) Suggestions and feedback are always welcome. Enjoy, Rafa. -- Rafael Ignacio Zurita ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: fatfingershell ?
Hello Pike, and sorry for the late answer. On Mon, Sep 14, 2009 at 10:03:50AM +0200, pike wrote: Hi I just *love* the fatfingershell http://www.youtube.com/watch?v=DV4p414_VJM http://fz.hobby-site.org/om/fatfingershell/ .. and i'm really curious if there's been any update since april 1 ? Yes and no. I have almost ready a new version, with these improvements: - optional vibrate for pressed keys - a little faster - easy scrolling - better sources and Makefile - perhaps disappear/darken keyboard when no keys are pressed. - opkg package I will upload this version soon. If I think real hard, there's a number of things that come to mind to make it fully functional. Some of them I'm puzzling on, others are beyond me, but perhaps people on this list have suggestions ? Thanks a lot for the suggestions, I will try to add my TODO list all of them, to check out which are useful and which are not. If you would like to help me with some of them, please.. I would love to do ffs better. The scripts for easy call/sms/gps usgin dbus would be great. Somethinkg like c pike to do pike a call would be cool, etc ;) Here's a list I wrote: *to handle incoming signals from the dbus: - handlers to send dbus signals to the running bash shell. it could be as simple as a wall message - incoming call from xxx. I *imagine* thats just a matter of changing yaml files, but that would break your 'default' phone functionality forever ? You'd want to temporarily disable some default handlers while fatfingershell is running. I wouldnt know how to do that. Perhaps Siglaunchd can help ? http://wiki.openmoko.org/wiki/Siglaunchd - Non-keyboard handlers to reply to such signals. E.g. when the phone rings, you may be in the middle of typing some text, or maybe not using the keyboard at all (f.e. looking at tangogps). So you can't type yes to answer the phone; instead, pressing a button should answer or cancel the call (and perhaps switch to bash to start some interactive app, if you werent already doing something else there ...) *for the fatfingershell c app itself: - a separate middle layer, so the transparency of the middle layer doesnt affect the transparency of the font I'm afraid this depends on SDL_Terminal .. not sure if it can do that at all. Maybe a little hard with SDL_Terminal. Because we can set colors perhaps choosing better ones would help. - a slightly bigger font size too hard now, but I am checking how to do that. - a way to set the terminal location/rect to match other keyboard layouts - a way to use a vertical layout instead. that makes more sense to me, but also, SHR-U crashes when resuming from deep sleep in landscape mode, making ffshell unusable for now :-( Aha!, so your problem is landscape ffs with SHR-U :) I think that is not a ffs problem. SHR-U should reume ok if it is in landscape, so we would need check why SHR-U crashes in that state. After, we can talk if vertical layout is easy to do or not ;) - arrows on the keyboard layout to use your history. I use bash -o vi if I remember well, so you can press ESC, and use K / J for history :) - removing the -d option, focusing on 'selecting' a layout instead. there might be more then 2 options; and it could be as simple as copying the right files to the right place. Good. I will add that in my current TODO. - additional layouts. i'm playing with those :-) Let me know if you need help or if I can use those as well :) - a 3rd keyboard for special chars (1 is keys, 2 is numbers, 3 is *) - I'm short on screen estate already :-) I think that I added all the good keys. Which special chars you need? *for the package - a suite of bash scripts to do things, like send sms's and make calls. these are around, and i'm playing with them. That is essential I guess, to do ffs the only tool that we need. - smart bash tab completion for these bash scripts, to do them fast. sending an sms to john could be as quick as typing s[tab] @j[tab]. no gui is ever going to beat that :-) Maybe the scripts for those bash scripts could have short short names, like s for sms, c for call, a for answer, etc. If the script names are longer, then put them unique names since the second letter and put them in $PATH, so we would only need to press two chars+TAB. - a nice opk package :-) On its way.. THANKS a lot for all above Pike, I will try to do my best. Regards. -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Litemoko, new window environment [OT]
--- On Thu, 8/13/09, David Reyes Samblas Martinez da...@tuxbrain.com wrote: Icewn!!! I was guessing when some one will start to messing with that :) I was in love of that wm when I first saw it working on th Jlimo distro for my HP Jornada680, it was quite responsive on this limited device ... Hey man, a bit off topic from my side, but I would like to say you that I was working for a while with Jlime kernel, and Blizz did a new stable distro (included this kernel as well). So if you would like (still) to keep useful your HP 680 ;-) you will find the new Vargtass here: http://jlime.com/forum/viewtopic.php?f=83t=1777 Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Hello world. Is the Neo Freerunner dead?
Hello, --- On Tue, 7/7/09, li...@kitepilot.com li...@kitepilot.com wrote: Where does the I can attach a REAL keyboard and open an SSH shell statement fit? You can try fatfingershell. I will try to release a new version these weeks ;) http://lists.openmoko.org/pipermail/devel/2009-March/005206.html The idea is to have a good terminal with a fullscreen real keyboard. (to use moc, mplayer, scripts to call/sms, mc, vi, mutt, etc.) Regards. Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: FatFingerShell vt with fullscreen keyboard
Hello Aapo and Marco, --- On Fri, 3/27/09, Aapo Rantalainen aapo.rantalai...@gmail.com wrote: How about vibration feedback? Because I do not want use sound-feedback in bus/train. And maybe somebody else can't use visual-feedback for some reason. So there could be three different (selectable) feedback. --- On Sat, 3/28/09, Marco Trevisan (Treviño) m...@3v1n0.net wrote: Cool... What about adding the support for using the vibrator as feedback system instead of the sound? Somethimes I've to use the terminal in places where I can't emit noises... :P Thanks for your ideas. I am trying to add that feature, so it will be ready in the next days I think, in a new version with other features/improvements more (like scroll, 80x24 or 90x30 sizes, better performance, etc). I would like to have a useful full featured vt to do everything easy and fast from a shell, so if you have more ideas or fixes please suggest/advise me, I am all ears :-). Thanks, Rafael ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
FatFingerShell vt with fullscreen keyboard
Hello people, it is a new virtual terminal for Openmoko, with a complete fullscreen keyboard and sound. You can set the colors and the transparency, set new keyboard layouts (hard yet) and replace the sounds. This terminal should be useful for bash/vi and other common console tools. The fullscreen keyboard should be comfortable for fat fingers. Check the videos to know the idea : http://www.youtube.com/watch?v=9qR4FETGzkA http://www.youtube.com/watch?v=f67HKAkx61w How to test: - download the package: http://fz.hobby-site.org/om/fatfingershell/fatfingershell_0.1.tar.gz - install libsdl, libsdl_mixer, libsdl_ttf packages - add export TERM=vt100 into ~/.bashrc - you need installed bash tar xvzf fatfingershell_0.1.tar.gz cd fatfingershell/ ./fatfingershell.sh If you have problems check fatfingershell.sh script to realize out how to run this version manually. The package is an alpha version to check how well the ideas work. There are bugs, and lot of problems surely. The package and the source code have a README file with known problems, TODO list and other instructions. Other files: README: http://fz.hobby-site.org/om/fatfingershell/README.txt source code: http://fz.hobby-site.org/om/fatfingershell/fatfingershell-src_0.1.tar.gz Feedback, suggestions and ideas are welcome. Saludos!, Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: FatFingerShell vt with fullscreen keyboard
Hello, --- On Fri, 3/27/09, The Digital Pioneer digitalpion...@gmail.com wrote: Hey, this is great! Best FR terminal I've seen. I do have a question though... In the output, it says ./fatfingershell: can't access font 8x13, trying fixed just before creating its GUI. That doesn't seem to be a problem, but I don't like rogue error messages, so where can I get that font? that is okey, I will remove that message soon. So you don't need that font to use FatFingerShell ;-) (that message is from xvt, but xvt does not need to show anything, so no worries). Thanks for your feedback, and one more question: In which Openmoko distribution are you testing? Regards -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: FatFingerShell vt with fullscreen keyboard
Hello, --- On Fri, 3/27/09, DJDAS dj...@djdas.net wrote: Hi, I get the previous error and then this message, after GUI creation, and the program quits: ./fatfingershell: select failed Using Om2008.9+FDOM, any suggestion? No idea, could you trace the fatfingershell binary with strace -f? If so, send me the output so I can check a bit more.. Thanks -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: FatFingerShell vt with fullscreen keyboard
Hello Werner, On Fri, Mar 27, 2009 at 10:34:31AM -0300, Werner Almesberger wrote: Rafael Ignacio Zurita wrote: it is a new virtual terminal for Openmoko, with a complete fullscreen keyboard and sound. Wow, I love this idea ! Alas, it looks a little slow. (Haven't tried to run it yet, just looked at the videos.) the tar.gz package is faster than videos ;-) because I recorded those before a few good changes in the code for perfomance. Anyway, Here's an idea how you could perhaps make it much faster: A long time ago, I discussed with Carsten about what the Glamo could do for us. Predictably, this quickly turned into some rather extensive bashing of this ill-fated chip. On item that came up is the lack of proper support for a feature X11 calls compositing: http://en.wikipedia.org/wiki/Compositing_window_manager The Glamo hardware has the ability to blend images, but, if I recall our discussion correctly, X11 expects the blending operation to support certain formats which the Glamo doesn't. So the conclusion was that it wouldn't be possible to accelerate full X11 compositing with the Glamo. However, perhaps what the Glamo can do is enough for your full-screen overlay. So you would put the X11 framebuffer in one (off-screen) memory area A, draw the keyboard in an area B, and whenever X11 or keyboard manager have updated their screen content, the Glamo would be told to merge screens A and B into the real frame buffer. I would definitely like to use this idea. But, I don't know anything about glamo and if somebody is working in such features. This may also make it easy to do things like dynamically changing the respective brightness of the keyboard overlay and the background with the actual content. (*) Ha!, good item for the TODO list. I will add this idea soon in the current implementation :-) Now, having said all this, I have to admit that making the Glamo do anything is rather hard, and I've heard that X11 isn't trivial either. But several people have started to work on even more complicated things (DRM, GL, ...), so maybe there's someone who could help making an X server with such functionality. Yes, I will stay tuned in this list. Maybe I would try to help if that were possible (but I have read that it is either pretty hard or not very useful at the end). (*) For this, you would have to have a means to turn on the keyboard. This could be done by tapping an area where there's no key or where there's a key that doesn't do anything unpleasant (Shift or so), by just absorbing the first tap if the keyboard is dimmed, or perhaps by distinguishing a light touch of the screen from a tap. Oh, and where are the applications ? :-) When Openmoko first announced the Linux-based GTA01, I read a lot of jokes about the kind of user interface a Linux phone would have. Usually they were of the kind making a phone call is easy and intuitive: # phone dial -d /dev/ttySAC0 --number=+123456789 --voice But I wonder if something that would make a call with simply # call foobar wouldn't be about as convenient to use as a GUI. Hang up with ^C, background and do something else with ^Z, etc. :-) Well, the FatFingerShell has all the useful keys already there (ESC, Tab for auto-completion, CTRL+whatever.. etc). So yes, I need easy-to-use scripts to do everything from shell, like a real geek does :-) -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: FatFingerShell vt with fullscreen keyboard
On Fri, Mar 27, 2009 at 04:10:20PM +0100, DJDAS wrote: Rafael Ignacio Zurita ha scritto: Hello, --- On Fri, 3/27/09, DJDAS dj...@djdas.net wrote: Hi, I get the previous error and then this message, after GUI creation, and the program quits: ./fatfingershell: select failed Using Om2008.9+FDOM, any suggestion? No idea, could you trace the fatfingershell binary with strace -f? If so, send me the output so I can check a bit more.. Hi, these are the last lines printed by strace (didn't know I had it installed :P): gettimeofday({1238166214, 933399}, NULL) = 0 ioctl(255, SNDCTL_TMR_TIMEBASE or TCGETS, 0xbed86a9c) = -1 EIO (Input/output error) rt_sigaction(SIGINT, {0x4bc18, [], 0x400 /* SA_??? */}, {0x4bc18, [], 0x400 /* SA_??? */}, 8) = 0 rt_sigprocmask(SIG_BLOCK, [CHLD TSTP TTIN TTOU], [], 8) = 0 ioctl(255, TIOCSPGRP, [3249]) = -1 ENOTTY (Inappropriate ioctl for device) rt_sigprocmask(SIG_SETMASK, [], NULL, 8) = 0 setpgid(0, 3249)= -1 EPERM (Operation not permitted) rt_sigaction(SIGHUP, {SIG_DFL}, {0x4b9dc, [HUP INT ILL TRAP ABRT BUS FPE USR1 SEGV USR2 PIPE ALRM TERM XCPU XFSZ VTALRM SYS], 0x400 /* SA_??? */}, 8) = 0 kill(3249, SIGHUP) = 0 --- SIGHUP (Hangup) @ 0 (0) --- Process 3249 detached I don't see the problem here. If you would like to have the complete trace, I'll send you privately as I think list people don't want to download/read kilobytes of stuff :P Yes, of course, send me privately the complete output please. If it could help you, as tracing slows the execution, I saw the image showing the keyboard and the transparent panel, but it seems to stop and quit before getting the bash prompt. It looks like a problem of stdio for xvt (FatFingerShell has xvt code inside), but we will see.. -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Wolfenstein 3D
On Thu, Mar 26, 2009 at 8:56 AM, s ivanshirok...@gmail.com wrote: Hello. Yesterday John Carmack released the source code (ftp://www.idsoftware.com/idstuff/wolf3d/wolf3d_iphone_v1.0_src.zip) of Wolfenstein 3D for iPhone/iPod. Maybe someone could make a binary package for FR? --- On Thu, 3/26/09, Marcel tan...@googlemail.com wrote: I'd say the Glamo (if 3d acceleration was working at all) doesn't have the power to handle this... So I guess that you have not played Duke Nukem 3d or DOOM with your Freerunner right? :-) Perhaps it is a good time to work in the Quake 1 port ... Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Wolfenstein 3D
--- On Thu, 3/26/09, Marcel tan...@googlemail.com wrote: --- On Thu, 3/26/09, Marcel tan...@googlemail.com wrote: I'd say the Glamo (if 3d acceleration was working at all) doesn't have the power to handle this... So I guess that you have not played Duke Nukem 3d or DOOM with your Freerunner right? :-) Perhaps it is a good time to work in the Quake 1 port ... Hmm. maybe I should really try that :D For Doom: http://unsyncopated.com/BrainSolvent/Doom%20Port For Duke Nukem 3D use the Charles-Henri's version: http://wiki.openmoko.org/wiki/Duke_Nukem_3D Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Multitouch on FR ... imho should be possible to mimic
--- On Tue, 3/24/09, Joerg Reisenweber jo...@openmoko.org wrote: This has been discussed multiple times since last ~15months. The basic assumption a middle-point when touching with 2 fingers might be anyway exactly in the middle is incorrect. It depends on pressure of each touchpoint. There have been many different opinions about feasibility of this approach, I for one think it won't work. --- On Tue, 3/24/09, The Digital Pioneer digitalpion...@gmail.com wrote: It's tough to say until someone tries it. I don't have the GUI expertise to do anything of the sort, but I'd love to see someone try it. I have seen this thread long as well. I am not sure what you are trying to do because I have not read all the mails, but for simple tasks the middle-point when touching with two fingers works... you need to use your imagination when developing with multi touch in your minds. For Linball I simply use the middle-point when touching with two fingers to be able to use both flippers to try to do trapping, and that works fine. So just use the middle for multi touch, write code to test and you will realize out how to use multi touch for your purposes with this behavior. If you were talking in another idea completely different, my apologies for this OT :) Regards, Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Linball game 0.2 version
Hello, --- On Tue, 3/24/09, Will Siddall will.sidd...@gmail.com wrote: I know it's been a while since anyone last wrote, but I just thought I would try it on SHR-testing (20080303). When it starts up, it rotates the screen, flashes a couple of times then returns to the window. The bash script is doing it's job, but the exectuble is returning with a: Warning: Audio could not be setup for 22050 Hz 16-bit stereo Reason: There's no reason for running the application. Would you be able to debug this. I'd really like to check this out. I would try it myself, but I am using my phone for daily use now so I want to stay away from it right now. some user reported a similar problem. You need to have the oss-alsa modules loaded. Try with: modprobe snd_pcm_oss modprobe snd_mixer_oss cd /usr/share/linball-openmoko export DISPLAY=:0 /usr/bin/linball Regards, Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Linball game 0.2 version
Hello geeks, there is a new Linball (http://wiki.openmoko.org/wiki/Linball) version with few improvements: - better sound and music performance - proper opkg dependeces - flippers can be used at the same time (multitouch as Bastian and Brock suggested : http://lists.openmoko.org/pipermail/community/2009-January/040702.html and http://lists.openmoko.org/pipermail/community/2009-January/040703.html) - rotated screen How to install: opkg install http://linball.sf.net/linball-openmoko_0.2_armv4t.opk Enjoy :-) -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Linball (Linux Pinball) game on Openmoko Neo
Hi Helge, --- On Fri, 1/23/09, Helge Hafting helge.haft...@hist.no wrote: Rafael Ignacio Zurita wrote: Hi!, The last year we wrote a pinball game for a contest and now we want to share a version for Neo devices. Great game! Thanks! :) One problem though. The sound is sometimes fine, and sometimes extremely choppy. Is the game trying to make more advanced sound (mixing etc.) than the weak processor can handle? Or is there something wrong with the SHR distribution? Well, in my system (OM2008.12) the game works ok, but there is not other extra X applications running, and we can't add more effects.. Two things to test: - play without sound running ./linball -f -n , or - replace the music.ogg stereo file with this mono ogg file: http://linball.sf.net/music.ogg Let us to know if you get better speed. Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Linball (Linux Pinball) game on Openmoko Neo
Hi!, --- On Fri, 1/23/09, Giovanni pino.o...@gmail.com wrote: thanks for your reply. I installed the missing libraries indicated in the README-openmoko.txt file. It works! Very good! Great man! Because the sound is not good, I changed the launch command in the /usr/bin/linball.sh file as follows: DISPLAY=:0 ./linball -f n The difference is adding the n at the end of the command, in order to disable the sound. However, when I start the application, the sound is always playing. The option is -n no n. So you need to run the game with : DISPLAY=:0 ./linball -f -n if you want to try the game without sound. Regards, Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Linball (Linux Pinball) game on Openmoko Neo
Hello Giovanni, --- On Thu, 1/22/09, Giovanni pino.o...@gmail.com wrote: I installed it from opkg.org on my Om2008.12, but when I click on the Linball icon, I get a Application run error and nothing happens. What can I do? You can try to run the game from shell and to check the output. You also need some libraries to run the game: http://linball.sourceforge.net/README-openmoko.txt Regards, Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Linball (Linux Pinball) game on Openmoko Neo
Hi!, The last year we wrote a pinball game for a contest and now we want to share a version for Neo devices. You can download the tar.gz package from : http://linball.sf.net/linball-openmoko.tar.gz The README-openmoko.txt file inside the package has the simple instructions, or at : http://linball.sourceforge.net/README-openmoko.txt Ah, the mandatory video to know how to play: http://www.youtube.com/watch?v=P5cycCaEdl0 But it is very easy: just use the touchscreen :-) Have fun! Rafa PS. http://linball.sf.net is the home page. -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Linball (Linux Pinball) game on Openmoko Neo
--- On Wed, 1/21/09, The Digital Pioneer digitalpion...@gmail.com wrote: I'd love to try it, but right now I'm somewhere where I desperately need an easily accessible mute button. Please do implement. :) Have you tried ./linball -h? :) DISPLAY=:0 ./linball -f -n runs linball without sound and super speed ;-) Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Linball (Linux Pinball) game on Openmoko Neo
Hello Marco, --- On Wed, 1/21/09, Marco Trevisan (Treviño) m...@3v1n0.net wrote: The last year we wrote a pinball game for a contest and now we want to share a version for Neo devices. Nice... However I've a feature to suggest to simulate the dual-touch (and so to use both the right and the left flippers together): Simply, while playing, move away the play option and then place between the left flipper and the right flipper buttons a listener for the mouse pointer (something like an event box). So, if the pointer is between the right and the left flipper (i.e. if the user is pressing on both the flippers), you sould make both the flippers move. Maybe you could also decide which one should move before than the other looking where the mouse is (if it is more on the right or on the left). Good idea :) I was thinking about dual-touch but I didn't like my ideas, so I am going to develop your idea if there is not another bettter ;-) PS: what about a little bigger screen too? :) Yeah, we would like more size eh? :) But when I work with scroll and bigger sizes the game is not fluent :( I started with a smaller size and I after some improvements in the code I got the current size.. I am not sure if I will be able to have nice scroll with bigger sizes, but I will my best ;-) (we already know the problems with graphics there). Moreover I could avoid the scroll using the whole screen but I like the scroll because the game loses action if the table is fixed and only the ball is moving. Thanks for your feedback, Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Allegro the game library
Hello, --- On Mon, 1/12/09, ruso...@poczta.fm ruso...@poczta.fm wrote: As some of you may know, there's a game library called Allegro. It includes support for graphics (3d, but not accelerated), sound, keyboard, mouse, etc. It works, among others, on Linux using xorg for graphics. Long time ago I've written a game that uses it, and I think this game would be really cool played on the GTA using accelerometers. I'm thinking about porting it, but I don't really know where to start with porting Allegro. Any hints on how to do this and how hard it might be? I've never done any development for GTA, hence this question. BTW, it will be very easy to write new games if Allegro is fully ported. Liquid War uses Allegro so perhaps you could use the same Allegro armv4t package? http://wiki.openmoko.org/wiki/Liquid_War http://mojo.org.ua/moka/allegro_4.2.2-1_armv4t.ipk Regards, Rafa ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Tue, 9/9/08, Thomas Bertani [EMAIL PROTECTED] wrote: why it isn't possible to use the game at 480x640 resolution? It is possible. Modify the /home/root/.duke3d/duke3d.cfg file to set 640x480, but you will see that it is too slow. Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sun, 9/7/08, Charles-Henri Gros [EMAIL PROTECTED] wrote: Rafael Ignacio Zurita wrote: I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) ... http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png That's great! However turning is a bit slow; I'm wondering if the accelerators couldn't generate mouse events instead of key presses for left/right (allowing analog left/right). I'd also like to tweak the angle for forward/backwards (possibly allowing some sort of calibration). I'd love to try this myself; but I have no idea how to build the source; can you help? Sure. Werner helped me with that task, so I used these instructions: http://lists.openmoko.org/pipermail/community/2008-June/018493.html Also, I have modified the Makefiles, so you only need to run make to build ;) (well, if you have already an openmoko development environment configured) I'm going to improve a bit the code with some ideas, so if you do something please let me know, so we can merge code and to do it still better. Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Fri, 9/5/08, Dale Maggee [EMAIL PROTECTED] wrote: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. Have you tried to kill pulseaudio as Alexander suggested? If yes, please report if it run or not. Thanks! Rafa PS. (Alexander is right, Multivoc error problem is because there is another soft controling the sound stuff.) -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sat, 9/6/08, nickd [EMAIL PROTECTED] wrote: I get Unknown Multivoc error code. when i try to run it in 2007.2. I get that too running FSO MS2. Will let you know of my findings. Mh, weird, in a fresh install it works out of the box. Have you also tried to kill pulseaudio? Maybe another application like pulseaudio is bad to play duke with sound. Anyway, if you want to try without sound you need change the DOS config file /home/root/.duke3d/duke3d.cfg: - modify the line [Sound Setup] FXDevice = 0 with [Sound Setup] FXDevice = 13 and that is all. Regards, Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sat, 9/6/08, Marco Trevisan (Treviño) [EMAIL PROTECTED] wrote: Dale Maggee ha scritto: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. Shawn Thompson wrote: I'm SO installing that when my openmoko shows up! That is freakin sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above? Maybe the fixed neod that is available [1] here could help you! BTW Rafael, thanks... Cool work! :) he... you are welcome.. However, no way to make it work at 640x480 without slowdowns? Maybe improving video output exploiting the X acceleration (and a little more the Xglamo in gta02s)... I figure that an old game like this could perform really in a better way here. Perhaps, SDL is a very good library for game programming and it works nice with low resolutions (like 640x480). But, I also have tried another C+SDL own game and it was slow :(. I will check what we could do about, but maybe I try other games before (like heretic as somebody suggested :)) Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sat, 9/6/08, Marco Trevisan (Treviño) [EMAIL PROTECTED] wrote: Ok... However I've played with it a little more and imho it's not so playable using the accelerometers in a such way since they should be more sensible to the movement or the screen is not so visible when playing. Screen: well the position to see well is like the link below: http://www.flickr.com/photos/[EMAIL PROTECTED]/4232129/ (the left man one, because I was thinking that could be fun while traveling by bus :) ). Imho when the game is launched, the phone should consider the actual position as the base position (the one in which the virtual joypad is centered), then considering the movement when the phone is moved of few degree (however less than a centimeter of phone edge rotation). I wouldn't dislike also an implementation without the accelerometers usage (just placing the virtual buttons - for moving too - in the screen edges; like actually is done for actions only). Imho the screen is quite big to see and press at the same time (in games like this). Both ideas would be very useful as well. We'll see if me or somebody (you?) start to work on that.. Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sat, 9/6/08, Steve Mosher [EMAIL PROTECTED] wrote: I would get a kick out of that. A quake port perhaps? or battlezone? Hello Steve, You mean quake 2? or which version? Regards. -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Duke Nukem 3D on Openmoko Neo
Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community