Re: [QtMoko] Patch to modify default userAgent

2011-07-26 Thread ANT
Hi,

giacomo 'giotti' mariani wrote:
...wondering why the mobile visualization was missing in arora...

Actually, Arora already has this feature:
 * menu - view - mobile user-agent

Cheers,
Anton

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Re: mokomaze 5.5 and shr-u 20100921 accelerometers off axis

2010-09-30 Thread ANT

Hello,

jerjozwik wrote:
hello list, im running latest mokomaze and shr-u 20100921, even after
re-calibrating the the game mokomaze reads the accelerometers off
axis.
meaning if i lay the freerunner on a flat surface and start lifting on
its left edge, the moko maze ball moves to top left of the screen.
and if i start lifting on the right edge the mokomaze ball moves to
bottom right.

Unfortunately, there were no updates for the Mokomaze for a long period of
time. It seems that accelerometer's IDs are swaped in the latest shr-u
kernels, so the game reads data from the first (top) accelerometer which is
turned 45 degrees around the Z axis. I'll try to investigate the problem and
post a patches for Mokomaze's accelerometer poll code.

I have a secret long term plan to add a menu with input device settings to
Mokomaze. It will appear on the first game load to assist a user to
correctly select and calibrate accelerometer/joystick. So, it will give a
possibility to run a game on any suitable device (e.g. TouchBook/SmartBook,
Caanoo, ...) without code modifications.

Best regards,
Anton
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[QtMoko] MelodiQ - Music Recognition App

2010-09-19 Thread ANT

Hello,

I recently found an interesting online music recognition service [1] that
allows you to upload a short (e.g. 10-15 sec) audio fragment (in almost any
popular format) directly to the project's web page and get the information
about the track title, artist's name, album, etc. It recognizes even
low-quality microphone records, so I wrote a Shazam[2]-like GUI for it.

Please meet MelodiQ - a music recognition app that can be really useful in
some cases. Source codes are hosted on GitHub [3]. The demonstration video
is available on Youtube [4]. Note that you should place the phone very close
to the source of sound while recording a sample. It is also necessary to
solve the CAPTCHA to get the recognition results.

The database of this service is limited so it can't recognize absolutely
each existing songs.
Don't forget to shock your friends who never heard about such kind of
programs.

[1] http://audiotag.info/
[2] http://www.shazam.com/
[3] http://github.com/Sektor/melodiq
[4] http://www.youtube.com/watch?v=6dOT2yjkvwI

Have a Fun!
Anton
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Re: [QtMoko] MelodiQ - Music Recognition App

2010-09-19 Thread ANT

BTW, I used the following commands to capture the microphone's output:
 $ alsactl -f /usr/share/openmoko/scenarios/voip-handset.state restore
 $ arecord -D plughw:0,0 -r 11025 sample1.wav
 Ctrl+C
 $ alsactl -f /usr/share/openmoko/scenarios/stereoout.state restore
but I noticed that recorded sound was _very_ quiet, so I decided to add one
more command to increase volume level:
 $ sox -v 15 sample1.wav sample2.wav
Please e-mail me if you know a better solution for recording music with
Freerunner's mic.

Cheers,
Anton
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Re: [QtMoko] MelodiQ - Music Recognition App

2010-09-19 Thread ANT

Youtube video has moved. Here is a new link:
http://www.youtube.com/watch?v=b4LWaOsWY_E

Cheers,
Anton
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Re: [QtMoko] MelodiQ - Music Recognition App

2010-09-19 Thread ANT

On 09/19/2010 11:44 PM, Alex Samorukov-2 wrote:
Could you please add preview mode before sending data to the
server? May be my mic settings are wrong? 

Recorded sample is stored in /tmp/melodiq-sample2.wav. You can try to play
it right after recording. If this audio is recognizable by human and has
sufficient length and the database contains a fingerprint of this song then
it should be recognized.

Anton
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Re: Java ME for QtMoko

2010-05-14 Thread ANT

Hi,

2010/5/14 Georgy wrote:
 Hello,

 I try it out and it's work with the demo apps.
 I try it out with remoco (http://code.google.com/p/remuco/, but crashed
 with
 message : javax/bluetooth.BluetoothStateException.

 Any hint, or apps can't work with PhonetiQ ?

 Anyway, thanks for your work

 Georgy

It seems that Bluetooth classes within the Virtual Machine is not ported to
Qtopia. So, applications that uses Bluetooth can't be run currently.

Anton
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Java ME for QtMoko

2010-05-12 Thread ANT

Hello,

I added a new package called phonetiQ [1] to QtMoko feed (Main
Menu-Settings-Software Packages). It is a GUI for phoneME [2] (Java ME
Virtual Machine) that allows you to easily install and use VM and midlets.
So, QtMoko is capable to run usual J2ME apps at decent speed now :D. Of
course, there are many bugs and limitations in the current version of VM
(e.g. virtual keyboard does not works), but a number of games that I tested
was 100% playable. You may search a video phoneME on QtMoko on YouTube to
see how it works. I also found a simple open source game TouchSenku [3] that
can be used for test purposes (you can download it directly from the GUI).
Quick start instructions are available at the project wiki [4].

[1] http://github.com/Sektor/phonetiq
[2] http://github.com/Sektor/phoneme-qtopia
[3] http://code.google.com/p/touchsenku/
[4] http://wiki.github.com/Sektor/phonetiq/

Have Fun!
Anton
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Re: GameRunner distribution

2010-04-30 Thread ANT

Hello, Rafael,

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.

Best regards,
Anton
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Re: QtMoko tool chain + PhoneME Advanced

2010-01-08 Thread ANT

Hello, Esteban,

Maybe it will be interesting for you to check this project [1][2]. Don't
forget to read comments in the makefiles.

[1] http://github.com/Sektor/phoneme-qtopia
[2] http://www.youtube.com/watch?v=i3uoK0OGVow

Cheers,
Anton
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Re: Homemade USB gamepad (NeoPlay)

2009-12-09 Thread ANT

Laszlo KREKACS wrote:
I think the full screen issues is just some temporary xfce issue.

Actually I just switched LCD to QVGA mode, not XFCE itself.

Btw, if you are interested having a 3D case, just shoot me an email

Sure, I'm interested in that. But it is needed to design a CAD model. I may
try to make one if I have enough spare time. Then I'll email you. Or you may
help with designing too?

I assume you meant a separate case for gamepad addon, but it also would be
great (as arne anka said) to have a full replacement gaming case for
Freerunner, or at least a LCD cover with integrated buttons.

and I can print you one if you are in EU. (im sure we can figure out
how to ship to worldwide)

I'm not in EU.

(or having electrical board in return;-)

Of course ;)

Best regards,
Anton
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Homemade USB gamepad (NeoPlay)

2009-12-08 Thread ANT

Hello!

I developed a USB gamepad addon for Openmoko phones. It is tiny and thin.
The electronical part is based on Raphaël Assénat's [1] USB game controller
with 12 inputs [2] and uses the same firmware. Now Neo should beat Gizmondo
and Tapwave Zodiac :D

There is a YouTube video [3] and a page with photos at Openmoko Wiki [4].

[1] http://www.raphnet.net/
[2] http://www.raphnet.net/electronique/usb_game12/index_en.php
[3] http://www.youtube.com/watch?v=l8VRABmJKSw
[4] http://wiki.openmoko.org/wiki/USB_Gamepad_(NeoPlay)

Cheers,
Anton
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[projects.openmoko.org] Can't access my project

2009-11-27 Thread ANT

I can SSH/SFTP into xxx.projects.openmoko.org, but it stucks when I'm trying
to enter project's directory /var/lib/gforge/chroot/home/groups/xxx/.
This has happened before, but the problem magically dissapeared within 2-3
days. Now it lasts for at least a week.
Does anyone know how to solve this problem?

Best regards,
Anton
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Re: [QtMoko] Arora web browser

2009-09-30 Thread ANT

Added screen auto-rotation feature (according to accelerometers). Menu -
View - Screen Auto-Rotation. Thanks Jim for RotateHelper class. There is an
extended upper menu when the phone in landscape mode: zoom in/out and
hide/show toolbar buttons added. Note that graphical performance of the
phone is a bit lower when the screen is rotated.

Project's repo on github is up and running now [1]. Screenshots are also
available [2].

[1] http://github.com/Sektor/arora-neo
[2] http://github.com/Sektor/arora-neo/downloads

Cheers,
Anton
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[QtMoko] Arora web browser

2009-09-28 Thread ANT

Hello, everybody,

First release of Arora [1] web browser for QtMoko is online! Check the
package feed.

The port is based on Arora 0.4. This is an old version, but its
functionality is more that enough for a smartphone:
 * tabs and windows
 * downloads
 * history
 * bookmarks
 * google search
 * find on page
 * etc etc (all as on desktop)

Special features was added:
 * finger-scrolling
 * finger-friendly toolbar and menus
 * mobile user-agent (fake iPhone)
 * many minor tweaks

The git repo of the project [2] is currently offline due to undergoing
maintenance on github, so latest tarball and _screenshots_ are temporarily
placed to [3].

I think that it is good option to have v0.4 available while v0.9 is not
ported yet.

This hints may be useful:
 * toolbar buttons: new tab, close tab, toggle fullscreen
 * menu - edit - preferences
 * menu - view - mobile user-agent
 * menu - window - [switching between windows]

[1] http://code.google.com/p/arora/
[2] http://github.com/Sektor/arora-neo
[3] http://dl.linuxphone.ru/openmoko/qtmoko/src/arora/

Have Fun!
Anton

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Re: Mokomaze and incoming call

2009-09-27 Thread ANT

Hi, Laszlo,

could it be modified in a way,
when an incoming call happens, it stops itself (like when you touch on
the screen), to prevent CPU abuse?

I think this can be done easily and in a platform-independent way: it is
needed to pause the game when window looses focus (SDL_ACTIVEEVENT).

And btw, what happened with the mokomaze's dreams like:
* 2 player mode (I play, then i pass to her to play, then I play again)
* number of lives
* some score system
* some cheetings
* enemy ball or teleport doors or having multiple balls when you hit
a magic hole, just like what flippers do. 

I suppose that overwhelming majority of the core features is already
implemented. I continue to support the game to make it compatible with new
kernels and distributions (e.g. /dev/input/event numbering was changed in
openwrt's 2.6.30 kernel) and add a minor improvements but I'm not going to
implement new gameplay features in the nearest future.

There was my TODO list:
 * non-rectangular walls
 * moving platforms
 * pop-up menu for settings, enabling/disabling optional gameplay features,
accelerometer calibration
 * score system (optional)
 * cheat mode when the phone is upside down (optional)

It was not planned to implement a network game, number of lives and multiple
balls.
As usually: if someone want to participate in development of Mokomaze feel
free to create a fork of the project at github and start coding.

Cheers,
Anton

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Re: [QTMOKO] GPS pedometer app up on github

2009-09-20 Thread ANT

Jim Morris wrote:
As I still can't seem to build a package I would appreciate if ANT could
update the package for me.

I've just updated the package according to your commit ad0ac0ea. when you'll
achieve new milestone or fix major bug, let me know. BTW, please add an icon
for desktop entry.

Cheers,
Anton
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Re: QtMoko v11

2009-09-19 Thread ANT

Radek Polak wrote: 
Btw you can see screenshots here:

There is also possibility to install skins for keyboard via packages
(already in the feed).
http://scap.linuxtogo.org/files/2866a9641625b23c13a83b28db11.png

Cheers,
Anton
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Re: [QTMOKO] GPS pedometer app up on github

2009-09-18 Thread ANT

Hello, Jim,

Thanks for the apps.
I added QtPedometer package to QtMoko feed. Small patch was applied to the
.desktop file to make the package installable. You can pull changes from
[1]. This is an intermediate place between your repo and qtmoko-apps [2].

As for QtopiaGPS, it would be nice if the app could start/stop required
services by itself (which is impossible just now becouse it is needed to
modify gpsd config file).

[1] http://github.com/radekp/qtpedometer/
[2] http://github.com/Sektor/qtmoko-apps/

Regards,
Anton

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Re: [QTMOKO] GPS pedometer app up on github

2009-09-18 Thread ANT

Jim Morris wrote:
I think the long term solution is to copy FSO, and use DBUS. 
What do you think? 

As for me, it would be better to add necessary functionality to Whereabouts
API (if we are talking about long term plans).

Cheers,
Anton

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Re: [QTMOKO] GPS pedometer app up on github

2009-09-18 Thread ANT

Jim Morris wrote:
I'll see how to stop the phone from suspending.

Tips:
#include QtopiaApplication
QtopiaApplication::setPowerConstraint(QtopiaApplication::DisableSuspend);
//prevent suspending
QtopiaApplication::setPowerConstraint(QtopiaApplication::Enable); //restore
power saving settings

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Re: appraw - .desktop file patcher for fsoraw

2009-09-07 Thread ANT

KaZeR wrote:
Thanks for that, very useful, but why have you commented the fsoraw
dependency?

Technically, this program does not depend on fsoraw neither in
compilation-time nor in run-time.
Besides, it was not included in SHR, so no matter.
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Re: [QTMoko] V8 doesn't receive SMS

2009-09-03 Thread ANT

Tony McKeehan wrote:
Does anyone else have either of these problems?

Yes. I've lost several SMSes too.

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Re: appraw - .desktop file patcher for fsoraw

2009-08-30 Thread ANT

Leonti wrote:
BTW, can you make bitbake file for it so it can be included in SHR
repositories?

Here is an _untested_ bb recipe for appraw. Somebody, test it please and
post here if it works or not.

---
appraw_git.bb
---

DESCRIPTION = .desktop file patcher for fsoraw
HOMEPAGE = http://github.com/Sektor/appraw/;
SECTION = fso/base
PRIORITY = optional
LICENSE = GPL
#RDEPENDS = fsoraw

PV = 0.1.0+gitr${SRCREV}
PR = r0

SRC_URI = git://github.com/Sektor/appraw.git;protocol=git;branch=master
S = ${WORKDIR}/git

inherit autotools

---

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Re: appraw - .desktop file patcher for fsoraw

2009-08-30 Thread ANT

Martin Jansa wrote:
works for me.. attached patch for shr/import.

Thank you for the patch. I've just forward it to shr-devel list.

Cheers,
Anton
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appraw - .desktop file patcher for fsoraw

2009-08-20 Thread ANT

Hi, everybody,

I wrote a small C tool for patching .desktop files to make apps be launched
via fsoraw (to prevent automatic screen dimming and suspending).

It can be used in various distribution enhancing scripts or just to make
freshly installed app fsoraw-enabled.

Typical usage - allocating Display resource for Mokomaze:

  r...@om-gta02:~# appraw -d mokomaze
  
  * Analyzing input file:
  /usr/share/applications/mokomaze.desktop
  * 'Exec' field found:
  Exec=mokomaze
  * Patched 'Exec' field:
  Exec=fsoraw -r Display -- mokomaze
  * File modified successfully.

Changes can be easyly reverted by 'appraw -r mokomaze'. See 'appraw --help'
for details.
Source code is maintained on github [1]. Check Downloads section [2] for
installation package.

[1] http://github.com/Sektor/appraw/
[2] http://github.com/Sektor/appraw/downloads

Regards,
Anton
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Mokomaze + Git

2009-07-27 Thread ANT

Hi Folks,

Source code of Mokomaze is maintained in Git now [1].
Homepage, documentation, files, bug tracking system etc. are still at the
old place [2].

[1] http://github.com/Sektor/mokomaze/
[2] http://mokomaze.projects.openmoko.org/

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Re: Mokomaze + Git

2009-07-27 Thread ANT

v0.5.5 is out:
 * Added pass-through-checkpoints game mode + 3 new levels to demonstrate
it (##14-16)
 * Latest extended levelpack is included by default now
 * Keep level switching button pressed to fast-forward/fast-rewind
 * Works fine with libode from OM's repository
 * Many minor fixes and improvements

Installation instructions are updated (see homepage or opkg.org).

New game mode allows to create levels where screen space is used more
rationally (less dead zones).
Online level editor was also updated so feel free to share your
multi-checkpoint levels.

Have Fun,
Anton

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Re: Mokomaze + Git

2009-07-27 Thread ANT

Some notes:

1) I have found that since mokomaze package is in OM's repo now, it may be
tricky to install it from other places (including homepage). E.g. package
from OM's repo is named mokomaze-0.5.1-r7 and opkg think that it is
preferable since official build is named mokomaze-0.5.1-1. Check opkg's
installation log to know what package you really got.

2) It seems that game runs slower than before on latest SHR unstable, but it
still runs fluidly on Hackable:1 rev4.

3) Mokomaze from OM's repo has wrong GUI text color (blue). As described in
README: there is --enable-rgb-swap option for ./configure that may help to
avoid font color swapping which is assumed to be yellow-orange, not blue.

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Re: QtMaze - Mokomaze 0.2 for Qt Extended

2009-06-22 Thread ANT

Fabio Locati wrote:
I compiled it but when I try to exec it, it returns QtMaze was
terminated due to application error.

The only thing that can cause the error is changed path to data files
(.json). Now the game checks only _local_ directory etc/qtmaze/. I suppose
that after embedding the game into image, .json files must appear in
/opt/Trolltech/Qtopia/etc/qtmaze/ directory. But it seems that
/opt/Trolltech/Qtopia/ is not a current directory for the game, so
etc/qtmaze/ can't be found. It is needed to know where data files are
really placed, and patch some lines of a code to search for them there. OR
data files can be built into game's executable as a resources, but it is
worse.
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QtMaze - Mokomaze 0.2 for Qt Extended

2009-06-21 Thread ANT

Hi,

All we know that the only thing that stops people from use of Qt Extended as
main distro is lack of Mokomaze :)
I've decided to learn QtE a little and already rewrited Mokomaze 0.2 to use
Qt. The port is named QtMaze and there are its benefits:
 * it works
 * it can be included in distro ;)

Anti-dim-and-suspend functionality is built in and seems to work fine.
Up-to-date extended levelpack is also included.
There is a new feature: keep level switching button pressed to
fast-forward/fast-rewind.

Known problem: the game will go to fullscreen mode properly only after
enabling/disabling screen lock.

There is a demonstration video on youtube [1].
You can find screenshots as well as download links and installation
instructions on QtMaze's page [2].

[1] http://www.youtube.com/watch?v=jaRtQOPMBO4
[2] http://mokomaze.projects.openmoko.org/qt/

Have Fun,

Anton
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Re: Acceleroids - shoot-the-asteroids game

2009-05-15 Thread ANT

v0.1.3 released:
added support of new kernels - accelerometer works again

Homepage: http://code.google.com/p/acceleroids/
Opkg.org: http://www.opkg.org/package_154.html

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Re: [Mokomaze] Online level editor

2009-05-12 Thread ANT

martin-3
Could it be possible to have a import button added? 
I'll add this feature very soon.

Petr Vanek
you can paste your level code into the text field
No, it is read-only.

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Re: [Mokomaze] Online level editor

2009-05-12 Thread ANT

Could it be possible to have a import button added?
I'll add this feature very soon.

Done. Look at the bottom of page. There are editable text field and Import
button.
Also, file naming conversion improved - more informative names now.

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Re: [Mokomaze 0.5.0] is released

2009-05-09 Thread ANT

Mokomaze *may* be included in SHR Full Image if community decides so.
If you use SHR and played Mokomaze please leave your comment _on_SHR_blog_
[1].

[1] http://blog.shr-project.org/2009/05/mokomaze.html

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[Mokomaze] Online level editor

2009-05-09 Thread ANT

Hi,

I've released an Online Level Editor for Mokomaze [1] which is available
directly from the project's homepage [2].
It is simple but powerful enough to make accurate levels.
Editor is written in JavaScript. Your browser must support canvas tag, so
no IE.
Tested on Firefox, Opera, Chrome.

There is a feature to save your level on the server by just one click -
please use it.
Nice contributed levels will be included in the Extended levelpack.

[1] http://mokomaze.projects.openmoko.org/editor/
[2] http://mokomaze.projects.openmoko.org/ 

Regards,

Anton

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Re: [Mokomaze] Online level editor

2009-05-09 Thread ANT

The Digital Pioneer
Sweet. Is there a way to browse levels people have created
without having you bundle them into a levelpack?

Of course.
Browse the list of saved levels - view
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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread ANT

Denis Johnson
is it possible to expose some of the physics settings to the user ?

Yes, but it is not planned yet.
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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-05 Thread ANT

Marcel-2
So sid's ODE package is kinda useless for us because we need single
precision, correct?

Yes, I think so.

build our own ODE 0.11 with single precision...

I've already packed it. But it would be great to have properly-packed
version in pkg-fso repository.

The Digital Pioneer
if you could just do everything in ints, that would be best. Is there any
way to pull that off?

There is no integer-only version of ODE.
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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-05 Thread ANT

neovento
Could you provide a link to the version that works? I tried the lenny
package, but no success.

Aww. I've finally got my Hackable:1 working and I've tested the .deb
package.
After installing libode0.11 from unstable it asserts (because of double
precision). After installing libode0.9 from stable - the game trying to find
libode0.11 (yes, the executable is compiled for using single-precision
libode = 0.11).
So, I've packed a .deb of an up-to-date ode0.11 with single precision. Now
it works and the game runs faster than on my SHR testing.

NEW: I've released a new revision of the game - 0.5.1.
Now .deb depends from my libode, not libode0debian1.

One more feature introduced: anti-aliasing [1]
Check the homepage [2].

[1] http://mokomaze.projects.openmoko.org/images/anti-aliasing.png
[2] http://mokomaze.projects.openmoko.org/

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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread ANT

jeremy jozwik
...managed to get the ball
stuck in the top edge of sceen on level 1 and 4. and it does not like
to pop back out. no matter how hard you shake it : ) 

Johny Tenfinger
I can confirm. That bug is sometimes happening. It hapenns sometimes
when i'm holding phone in Y axis (to earth) with screen to me. 

I've just fixed (I hope) this problem and updated the source tarball and
installation packages.
If you already got 0.5.1 without this fix, please download/install it again!

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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread ANT

Johny Tenfinger
there is also another bug: when i'm holding FR
exactly in Y axis to earth (my english isn't good enough to explain it
in better way ;P) with hole up, and screen to you - ball stops. It
runs again when only i move FR a little. If i'll back to that
problematic position, it stops again.

Ok, I've just renewed the packages again. Please reinstall it.
Now the ball doesn't stops but slows down. There is no better solution yet.
P.S. I hope this fixes will not break something else :P
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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread ANT

Timo Juhani Lindfors wrote:
mokomaze_0.5.1-1_armel.deb
seems to depend on libode but there is no such package in
debian. Perhaps it means libode1?

No, it means libode compiled by myself. It is available at the download
section of the homepage.
http://projects.openmoko.org/frs/download.php/804/libode_0.11-ant1_armel.deb

Currently, we have the following situation:
it is possible to compile libode with single-precision and double-precision.
Double precision will affect the performance dramatically, so we need libode
compiled with single-precision.
For a long time libode in debian was single-precision too. Now an old
version from lenny (ode0.9) is named libode0 and it is single-precision. But
an actual version from unstable (0.11) is named libode1 and it is
_double-precision_.

Mokomaze is compiled to use libode0.11 with single-precision. So, we have no
suitable version of libode in debian.

Solutions:
 * recompile Mokomaze to use libode0.9 from lenny (tested OK on desktop)
 * place a single-precision libode0.11 in pkg-fso repository

P.S. Mokomaze-for-double-precision is untested.
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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

on shr-unstable mokomaze E displays two icons, I
had to remove extra categories in the .desktop file.

I've read Freedesktop Specification and it says that many categories are OK,
so I considered this field to be 'Application;Game'.


The Digital Pioneer
To fix the icon, just edit the .desktop file and
change the Icon=mokomaze to Icon=mokomaze.png

Michael Zanetti
After I restarted the neo the icon appeard. No
change in the .desktop file was needed... 

Again, Freedesktop Specification says file extensions are auto-detected, so
'Icon=' field is OK too, especially when restarting of E solves the problem.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

Aapo Rantalainen
Hi, I implemented some multiplayer code (proof-of-concept).

Good start!
Just some coding tips:

Every time ball is drawn, its coordinates are sended to
opponent.

There would be better to have a timer that sends ball's coordinates with
fixed periodicity (e.g. 60 times a second).

opponents player drawings (this is very ugly, but there were no any
support for drawing multiballs) 

It is better to draw opponent's ball by a sprite (as in previous versions of
mokomaze) and may be with alpha blending.
Also, you need to remember opponent's previous position to restore the
level's background in that place. Then draw opponent's ball. Then refresh
screen surface at old and new ball's location.

level changing  (this might need there must be some true 'protocol'
to handle communication) 

This is what to be done first of all.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

Marcel-2
Could you consider building against libode1 (ODE 0.11, debian sid) instead
of
libode0debian1 (ODE 0.9, debian lenny/squeeze)? Freerunner-Debian is a
Debian
sid/experimental so it would be nice not having to pull libode0debian1
from
squeeze... 

I'll investigate.
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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-03 Thread ANT

Paul Fertser
Thank you for this great app, it's really nice and cool and fun and
addictive. 

It is nice to hear that is works normally on Debian.

And unfortunately it'll need some fixing because
libode1 from Debian sid asserts with your app.

Thanks for report. I'll investigane with what 'configure' parameters was
compiled libode1 (from sid) and try to prevent asserts.
But first of all I need to reinstall by broken debian.

Try to make it resolution-independent. It now segfaults in QVGA mode.

I assume it as a long term plan: there are many physical values and
graphical objects to be scaled down when computing or drawing.

I guess we all would like to have a special cheat: if you hold FR
upside down, the ball shouldn't fall into a hole :) 

1 of 3 people that saw how the ball fell down say that :)
I will think something up.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

Johny Tenfinger
Much better to prevent screen dimming that mdbus is dbus-send: 

Thanks! I'll renew the instructions.
P.S. I think 'CPU' must be requested too.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

is there anyway to create your own levels?

The format of levels is very easy: there are coordinates of walls (boxes),
holes, exit and ball's initialization position. At that time you may design
new level only manually e.g. by drawing it on the paper.

Maybe some day we have level editor?

I'd prefer someone to make it :)
By the way, converter from the format of some _existing_ opensource vector
editor is better.

The original levels were converted from .dxf format by my unaccomplished
tool fast-coded on C#.
Maybe if more people will like to make (and contribute) new levels I'll
write a simple online-editor or accomplish the existing converter, adapt it
to Mono platform, and public it.


I would be glad to see some well-tuned contributed levels. They will be
included in extended levelpack and placed at the homepage.
If really _many_ levels are contributed I'll add a multi-levelpack support
to the game with possibility to install new levelpacks by opkg.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

Yogiz wrote:
Thank you for this. Mokomaze looks and feels extremely polished.

Thanks for a nice words.

I have one recommendation to you. When you keep improving the game, do
not change the basic gameplay.

Actually, I am following this way. I am sure that the game itself is more
important than a tons of statistic and sub-menus: just launch the game and
start playing. So, if the feature of showing information about level time
and retries count will be added, it will be optional.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

Marcel-2 wrote:
Could you release your package source (dsc-file), too?

I've created .deb package with checkinstall, not with
dh_make/dpkg-buildpackage so I have not .dsc file.
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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-03 Thread ANT

neovento wrote:
Can you fix this soon? That would be really great. :) 

I am trying to prevent ode's (debian sid) asserts, but no luck. Code of the
game is correct. I've surfed the web and all recommends to recompile ode
with --enable-release if that assert appears. I've found it was
./configure'd with --enable-double-precision and without --disable-debug, so
the problem is in one of this flags. Anyway if some coding trick will be
found to avoid the problem, Double Precision will drop the performance.
Currently, install libode0debian1 from stable and have a fun.

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread ANT

Risto H. Kurppa wrote:
Could you still try to make the balls fall further when hitting the
hole.Now it looks
like a can where the ball goes, not a infinitely deep hole.

I'll try to compare in what case it looks better.
Now the hole has a limited depth and the ball becomes shaded when falls in
it.

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread ANT

Rui Miguel Silva Seabra wrote:
You need to change the desktop file to do mokomaze -i freerunner
instead of just mokomaze :) 

Does it means that you have problems with starting the game by just
'mokomaze' command? Could you provide console output in that case?

With current .desktop file the game must auto-detect input device type.
First of all it checks if Freerunner's accelerometer presents. It not, the
game will switch to keyboard input. So you can compile the game from the
sources (without modifying it) not only for freerunner but for your desktop
or laptop PC.

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread ANT

Yeah, I've found that even with -i it frequently just falls to the right
and
seems insensible to the accelerometers :( 

It is a problem of old kernels. Sometimes accelerometers can't wake up
(they are sleeping by default) so wrong data is read by the game and the
ball is not moving or slides left (right) slowly.
So, it affects all applications that uses accelerometers. The solution is
to restart the game or to suspend/wakeup device or to reboot.
I never saw this problem on SHR, FSO and Debian since february.

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[Mokomaze 0.5.0] is released

2009-05-01 Thread ANT

Hi all!

Mokomaze 0.5.0 (ball-in-the-labyrinth game) with completely new physics and
graphics engines is released! As I said before, there are a lot of changes
since previous version:
 * a good-looking skin
 * use ODE (Open Dynamics Engine) instead of my own physics engine
 * rolling ball animation
 * falling ball animation
 * gravity calibration feature
 * GUI improvements
 * added exit button
I've also added _2_new_levels_.

The ball became 3D and physics now calculates angular velocities, so the
game consumes more CPU time than before, but framerate stays more than
decent, so no lagging.

Please take into account that one more dependency was added. Now the game
requires libode, which is already in Debian, but not in Openmoko
repositories. So, I've provided an .ipk compiled by myself.
Other than that, the structure of source code and building system is
unchanged.

Complete instructions for
 * installation
 * avoiding auto-suspend and display dimming
 * accelerometer calibration
are available at the project's homepage [1].
Information on opkg.org was also renewed [2].
The demonstration video (from announce letter) is available on youtube [3].

The debian package is untested, so let me know if it works or not.

[1] http://mokomaze.projects.openmoko.org/
[2] http://www.opkg.org/package_121.html
[3] http://www.youtube.com/watch?v=VVRRXx2kEu8

Have a fun!

Anton
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread ANT

The Digital Pioneer wrote:
I just read the instructions on recalibrating gravity (thanks, I needed
that
feature!!) and it seems to be saying you can run it without any gravity
calibration... How does that work? Does it recalibrate every time the game
starts, only for that session of the game?
Calibration data stores in user's save-file (~/.mokomaze/user.json).
Calibration performs only when the game was launched with '-c auto'
parameter. So you may perform calibration only once (after installation) and
then launch the game from desktop as usual (it does not recalibrates at
every start).

Rui Miguel Silva Seabra wrote:
Damn, seems fun and would love to but breaks out on Om2008.12 (and I have
libmokoui and libode) 
I'll investigate...
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread ANT

...And as to non-blanking, SHR-unstable is an FSO distro, is it not?
SHR is based on FSO

But your fsoraw program doesn't work.
It is not mine. The author is Nicola Mfb.
As for me, I am using this very usefull tool and I've considered it is
necessary to recommend it to others.

Anyway, what happens after executing of
 $ fsoraw -r CPU,Display mokomaze
?

Hey, is the *game* works?
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread ANT

r...@om-gta02:~# mokomaze   
File_loader: savegame file not found
File_loader: 14 game levels parsed
Segmentation fault

I've found out the problem.
Install libpng3:
 $ opkg install libpng3
Now the game must runs normally.

I've just updated installation instructions on opkg.org and homepage.

P.S. I was sure that libsdl-image depends from libpng...
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread ANT

Nicola Mfb
on shr-unstable mokomaze E displays two icons, I
had to remove extra categories in the .desktop file.

Thanks for report.

The Digital Pioneer
To fix the icon, just edit the .desktop file and
change the Icon=mokomaze to Icon=mokomaze.png

If these problems (double icons and no icons) are new or previous version of
the game (0.2.3) has them too?
I'll see FreeDesktop Menu Specification and repack .ipk and .deb.

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Re: [New Mokomaze] Coming soon

2009-04-29 Thread ANT

I think that motion gestures is not really usable to control auto-suspend or
other phone settings (AUX button is more suitable for this purpose), but may
be useful e.g. for navigating in browser or media player.

arne anka wrote:
would be nice, if for a case like that the motion sensors could be used --  
is there any way to enable/disable them for frameworkd dynamically  
(disabled by default per config file)?

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Re: [New Mokomaze] Coming soon

2009-04-29 Thread ANT

arne anka wrote:
other inputs, namely the touchscreen, prevent from suspending/blanking --  
why shouldn't for the duration of a game the motion sensors server the  
same purpose?

Good idea. Really, it seems that frameworkd ignores accelerometers messages
because of rules file. I dont know if it is possible to edit rules at
run-time via dbus. It will be interesting to know the opinion of competent
people.

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[New Mokomaze] Coming soon

2009-04-27 Thread ANT

Hello list!

I want to tell that Mokomaze (ball-in-the-labyrinth game) is still
developing.
Currently I am preparing release of a new version (with completely new
physics and graphics engines) which will satisfy (almost) all your
improvement requests.
The upcoming version (0.5.0) will include many changes compared with
previous one:
 * a good-looking skin ( yeah, programmer's art :) )
 * use ODE (Open Dynamics Engine) instead of my own physics engine
 * rolling ball animation
 * falling ball animation
 * gravity calibration feature
 * GUI improvements
 * added exit button ( hello, Fyp/Neovento users :) )
I am planning to public the release within a week.
Until than, you can see a screenshots on the project's homepage [1]
and watch the demonstration video on youtube [2].

[1] http://mokomaze.projects.openmoko.org/
[2] http://www.youtube.com/watch?v=VVRRXx2kEu8

Regards,
ANT
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Re: [New Mokomaze] Coming soon

2009-04-27 Thread ANT

I suppose that there are no changes in accelerometer's sysfs paths or device
events in new kernels since Mokomaze 0.2.3-1 released (15 april). Please try
that (latest) version of the game and let me know if it works or not.

Johny Tenfinger wrote:
Does that mean that Mokomaze will be compatible with recent kernels? Now
it
doesn't work on andy-tracking (changed working style of accelerometers).

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Re: [New Mokomaze] Coming soon

2009-04-27 Thread ANT

Usage of vista logo adds some humour to the idea of the game, but in
practice many identical logos on the screen breaks the solid design of a new
game skin. Maybe I'll add an undocumented feature of  showing logos on the
holes :) .

Marco Trevisan wrote:
Cool!

By the way, using the vista logo was a cool idea, what about re-adding
it? :P

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Re: shr- avoid suspend and dim screen

2009-03-25 Thread ANT


What I would like to see is the disabling of screen dimming while (for instance)
a game such as MokoMaze is running, which has no screen touching. It's a
huge pain when you're about to win, and the screen blacks out and you die.


Mokomaze has already got this feature. As is said on its page on opkg.org, you 
need a new config file [1].
The effect is the same as creating a launching script, but you need less 
manupulations to set it up.

Anyway, the best way to resolve the problem is to have a daemon which 
automatically disables
auto-suspend and display dimming when any program from the list of known ones 
is running.

[1] - 
http://projects.openmoko.org/frs/download.php/674/avoiding-suspend-and-dim.tar.gz

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Acceleroids - shoot-the-asteroids game

2009-03-05 Thread ANT

Hello!

I'm glad to present you a new fully Freerunner-adapted game - Acceleroids -
a port of SDLRoids (an Asteroids clone).
The ship movement is controlled by an accelerometer while the cannon, shield
and bomb can be activated by touching bottom-right, bottom-left and
top-right corners of the screen accordingly. Shield+Shoot buttons
can be pressed simultaneously as well as Shield+Bomb (some sort of
multi-touch simulation).

Homepage: http://code.google.com/p/acceleroids/
Opkg.org: http://www.opkg.org/package_154.html

The released packages are tested only by myself, so you are welcome to
report about missing dependencies ;).
Have Fun.

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Re: [debian] Re: disable power-button

2009-01-12 Thread ant

The GTA02 isn't too hard to dismantle - four screws and a stiff 
thumbnail/guitar pick - so you could just /remove/ the power button - IIRC 
it's just a plastic moulding slipped in over the microswitch. Cover the hole 
with some tape and off you go.

On Friday 09 January 2009 16:26:56 Davide Scaini wrote:
 I was interested in something similar... I could I change the action of the
 single-press power button? i would like to do something more than just
 supend (like switch down the wifi with wmiconfig that works reliably for
 me) is that something embedded in kernel like the shutdown?
 thanks in advance for your reply
 d

 On Fri, Jan 9, 2009 at 4:26 PM, arne anka openm...@ginguppin.de wrote:
   Actually, the kernel will call shutdown if the power is held for 8
   seconds.
 
  ah! wasn't sure about that -- i sort of hoped, fso would consume the key
  press and do it's own stuff to shutdown.
 



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Re: Wifi - wep or wpa enabled

2008-12-19 Thread ant
On Friday 19 December 2008 05:58:06 Rodney Myers wrote:
 Default install.

 Does the wifi work only with wpa? or does it also work with wep?

 My internal wifi is wep enabled only, and  I cannot get the phone to
 recognize the key.

Way back when I first got my phone, on the factory install, I managed to get 
it to talk WEP (using iwconfig etc at the command line). It was a bit flaky - 
eg you had to set things in a certain order and sometimes you had to wait a 
couple of minutes if you put the key in wrong. So /theoretically/ it can be 
made to work. Having said that, I've not got it to work on 2008.x or FSO 
recently (not even with wpa_supplicant) , and have more or less given up; if 
I'm out of the house/office wifi ain't gonna be helpful to me, and in the 
house/office I'm never 10ft away from a running linux box with USB.

There's still a few of us about stuck with WEP - yes I know it's breakable but 
on the other hand getting WPA working means me buying a) new laptop b) new 
wireless router c) new wireless bridge.

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Re: OpenVibe is out

2008-12-16 Thread ant
This is obviously why the GTA02 was specced without a camera...

On Tuesday 16 December 2008 13:15:41 David Reyes Samblas Martinez wrote:
 you can allways start x11vnc on neo  and control it through vncclient :)

 2008/12/16 Margo Koppelmann margo.koppelm...@gmail.com:
  But how do I use it? Do I have to first put a condom on my Freerunner?
 
  It would be cool, if it had a web interface so I could control it from my
  computer over WIFI.
 
  On Tue, Dec 16, 2008 at 1:17 PM, Carlo Minucci ge...@napodano.com wrote:
  http://wiki.openmoko.org/wiki/OpenVibe
 
  i have make the first release of the OpenVibe: the first opensource
  vibrator :)
 
  enjoy :)

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Re: [Debian -FSO -GPS] No Fix

2008-11-27 Thread ant

My FSO 4.1 is running the fso-gpsd too.

The only oddity with mine is that it lives on the SD card. I deliberately kept 
everything clean as far as the install goes - I just installed tangoGPS after 
installing FSO 4.1, then when the GPS didn't work I did a opkg update/upgrade 
on 24th and tried it again, then I enabled logging and reported on my 
findings.

Anyone got any pointers ? I'm a bit of a noob with the freerunner though I've 
been sysadmining on Linux for, um, more years than I care to remember :-)


On Tuesday 25 November 2008 22:13:08 Julien Cassignol wrote:
 On Tue, Nov 25, 2008 at 10:24 PM, glownan [EMAIL PROTECTED] wrote:
  Hi, I'm using SHR and having the same problem.

 SHR latest image was shipped with gpsd instead of fso-gpsd.
 Just opkg remove --force-depends gpsd; opkg install fso-gpsd and it'll
 work.

 Future images will be corrected.



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Re: FDOM (FAT and Dirty Openmoko) Distribution ready to download

2008-09-11 Thread ant
Hi,

Great work on making a bootable image for everyone - I've taken the liberty of 
uploading it to one of our servers here which should be a bit more robust; 
take a look here: 

http://openmoko.truebox.co.uk/trueboxportal/index.php?wk=Mirrors

We've got a bit of spare capacity here so if there are any bootable images 
that people would like to share then drop me a line on or off list and I'll 
see what can be done.

Antony.


On Tuesday 09 September 2008 16:38:08 David Samblas wrote:
 Hi there,
 you have aviable on http://compartida.net/openmoko/FDOM a rootfs/kenel
 image ready to flash of an OM2008.08-updates distribution with some apps
 already installed and some fixes posted in the lists done.

 I recommend you to use wget -c to retrieve the files because of the server
 seems to cut the connection time to time, a most robust mirror is on the
 way




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Freerunner availability in UK and Europe

2008-07-30 Thread ant
Hi all,

We've managed to secure some more Freerunners from Openmoko, which we expect 
to be shipping on or around 26th August. If you want one, grab it from the 
url below - previously we have sold out within a couple of days of opening up 
the store so get them while you can !

https://www.truebox.co.uk/trueboxportal/index.php?wk=OpenMoko
 
Best regards,
 
Antony.

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