Re: community Digest, Vol 353, Issue 3

2013-08-23 Thread Rafael Ignacio Zurita
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)


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Re: QtMoko v47 for Freerunner

2012-08-24 Thread Rafael Ignacio Zurita
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].
 


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Re: QtMoko's new keyboard

2012-05-09 Thread Rafael Ignacio Zurita
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
 
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Re: How to bring forward the community?

2012-03-03 Thread Rafael Ignacio Zurita

--- 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.



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TTOS

2012-01-13 Thread Rafael Ignacio Zurita
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

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Re: Openmoko Community Survey 2011 – Results

2011-12-28 Thread Rafael Ignacio Zurita


--- 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


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Re: QtMoko v37 for GTA02 - landscape big keyboard

2011-12-20 Thread Rafael Ignacio Zurita
--- 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


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Re: QtMoko v37 for GTA02

2011-12-14 Thread Rafael Ignacio Zurita
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

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Re: QtMoko v37 for GTA02

2011-12-14 Thread Rafael Ignacio Zurita
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


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Re: QtMoko v37 for GTA02

2011-12-13 Thread Rafael Ignacio Zurita
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


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Re: QtMoko docs online

2011-12-12 Thread Rafael Ignacio Zurita
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


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Re: QtMoko v37 for GTA02

2011-12-12 Thread Rafael Ignacio Zurita
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

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Re: Fwd: [Gta04-owner] QtMoko status

2011-11-22 Thread Rafael Ignacio Zurita


--- 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


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GameRunner 0.3 : added jffs2 image

2011-02-18 Thread Rafael Ignacio Zurita

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


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GameRunner distribution v0.3

2011-02-16 Thread Rafael Ignacio Zurita
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


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Openmoko community resources (was Re: [WikiReader] what's up with Wikitravel?)

2011-02-04 Thread Rafael Ignacio Zurita
--- 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



  

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Re: wiki down?

2010-12-27 Thread Rafael Ignacio Zurita
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




  

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Re: wiki down?

2010-12-21 Thread Rafael Ignacio Zurita
--- 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



  

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Re: [qtmoko] v24 importing contacts

2010-06-30 Thread Rafael Ignacio Zurita

--- 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




  


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Re: GameRunner 0.2 is out ! : snes9x, more games, and fixes

2010-05-13 Thread Rafael Ignacio Zurita
--- 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



  


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Re: GameRunner 0.2 is out ! : snes9x, more games, and fixes

2010-05-13 Thread Rafael Ignacio Zurita
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



  


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GameRunner 0.2 is out ! : snes9x, more games, and fixes

2010-05-12 Thread Rafael Ignacio Zurita
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


  


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Re: GameRunner distribution

2010-05-01 Thread Rafael Ignacio Zurita
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



  


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Re: GameRunner distribution

2010-04-30 Thread Rafael Ignacio Zurita
--- 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


  


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Re: GameRunner distribution

2010-04-30 Thread Rafael Ignacio Zurita
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



  


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GameRunner distribution

2010-04-29 Thread Rafael Ignacio Zurita
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



  


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Re: GameRunner distribution

2010-04-29 Thread Rafael Ignacio Zurita
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.

--
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Re: ventura upgrades

2010-04-14 Thread Rafael Ignacio Zurita
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



  

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Re: [qtmoko] regression in power management (was: qtmoko v21)

2010-04-09 Thread Rafael Ignacio Zurita
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



  

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Re: player

2010-04-07 Thread Rafael Ignacio Zurita

--- 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



  


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Re: where to get libSDB_terminal.so ?

2010-04-02 Thread Rafael Ignacio Zurita


--- 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



  

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Re: where to get libSDB_terminal.so ?

2010-04-02 Thread Rafael Ignacio Zurita


--- 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


  


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Re: Thone 0.5

2010-03-31 Thread Rafael Ignacio Zurita
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


  

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Re: gta02-core (was Re: OM future)

2010-02-25 Thread Rafael Ignacio Zurita
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


  


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gta02-core (was Re: OM future)

2010-02-24 Thread Rafael Ignacio Zurita
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.


--
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can't access projects.openmoko.org via ssh/scp/sftp

2010-01-03 Thread Rafael Ignacio Zurita
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.

--
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Re: fatfingershell V0.2

2009-10-28 Thread Rafael Ignacio Zurita
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


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Re: fatfingershell V0.2

2009-10-28 Thread Rafael Ignacio Zurita
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

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Re: fatfingershell V0.2

2009-10-28 Thread Rafael Ignacio Zurita
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


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fatfingershell V0.2

2009-10-27 Thread Rafael Ignacio Zurita
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.

--
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Re: fatfingershell ?

2009-09-23 Thread Rafael Ignacio Zurita
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

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Re: Litemoko, new window environment [OT]

2009-08-13 Thread Rafael Ignacio Zurita

--- 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


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Re: Hello world. Is the Neo Freerunner dead?

2009-07-07 Thread Rafael Ignacio Zurita

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


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Re: FatFingerShell vt with fullscreen keyboard

2009-03-30 Thread Rafael Ignacio Zurita

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


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FatFingerShell vt with fullscreen keyboard

2009-03-27 Thread Rafael Ignacio Zurita
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


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Re: FatFingerShell vt with fullscreen keyboard

2009-03-27 Thread Rafael Ignacio Zurita

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

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Re: FatFingerShell vt with fullscreen keyboard

2009-03-27 Thread Rafael Ignacio Zurita

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

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Re: FatFingerShell vt with fullscreen keyboard

2009-03-27 Thread Rafael Ignacio Zurita
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 :-)

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Re: FatFingerShell vt with fullscreen keyboard

2009-03-27 Thread Rafael Ignacio Zurita
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.. 

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Re: Wolfenstein 3D

2009-03-26 Thread Rafael Ignacio Zurita

  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


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Re: Wolfenstein 3D

2009-03-26 Thread Rafael Ignacio Zurita

--- 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


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Re: Multitouch on FR ... imho should be possible to mimic

2009-03-24 Thread Rafael Ignacio Zurita

--- 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



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Re: Linball game 0.2 version

2009-03-24 Thread Rafael Ignacio Zurita

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


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Linball game 0.2 version

2009-02-11 Thread Rafael Ignacio Zurita
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 :-)

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Re: Linball (Linux Pinball) game on Openmoko Neo

2009-01-23 Thread Rafael Ignacio Zurita
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

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Re: Linball (Linux Pinball) game on Openmoko Neo

2009-01-23 Thread Rafael Ignacio Zurita
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

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Re: Linball (Linux Pinball) game on Openmoko Neo

2009-01-22 Thread Rafael Ignacio Zurita
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

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Linball (Linux Pinball) game on Openmoko Neo

2009-01-21 Thread Rafael Ignacio Zurita
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.

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Re: Linball (Linux Pinball) game on Openmoko Neo

2009-01-21 Thread Rafael Ignacio Zurita
--- 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

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Re: Linball (Linux Pinball) game on Openmoko Neo

2009-01-21 Thread Rafael Ignacio Zurita
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

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Re: Allegro the game library

2009-01-12 Thread Rafael Ignacio Zurita
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


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-09 Thread Rafael Ignacio Zurita
--- 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


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-08 Thread Rafael Ignacio Zurita
--- 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

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita

--- 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.)

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita
--- 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

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita
--- 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

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita
--- 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


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita
--- 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


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Duke Nukem 3D on Openmoko Neo

2008-09-05 Thread Rafael Ignacio Zurita
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


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