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#rockbox log for 2009-08-02

00:00:36amiconnsaratoga: I guess the Onda is a target where dithering is more important when listening at low volume
00:00:56saratogayeah good point
00:01:10saratogahopefully they made the DAC good enough that it won't matter except at very low volume
00:01:59*bluebrother spots that the png decoder is only available on color targets. No wonders I can't find it on my mini
00:02:29mcuelenaerein the datasheets, they seem to mention that you need to decrease HPVOL (0->6dB) gradually while multiplying it with some factor ( )
00:05:51 Quit mcuelenaere ()
00:09:27saratogaHPVOL can't just be a 0-6dB adjustment if you can get all the way down to volume 8 with only a 6dB software adjustment
00:09:39saratogaunless they spec an extremely limited range of volume adjustment
00:10:13 Quit Jaykay (Read error: 110 (Connection timed out))
00:10:35saratogamaybe its 6dB PER increment
00:10:39saratogaso 24 dB total adjustment
00:12:33amiconnTheir steps aren't dB-linear
00:12:57amiconnHPVOL is 0/2/4/6dB
00:13:35saratogaoh i just noticed that
00:14:18saratogagoing from 31 to 30 only adjust the volume by 0.3 dB
00:14:34saratogamost sources attribute the threshold of perception at 2-3x that
00:14:40*amiconn wouldn't use HPVOL in rockbox at all, because it would cause very nasty volume pumping effects
00:15:14 Quit flydutch ("/* empty */")
00:15:22amiconnHPVOL would change immediately, but software volume takes a bit of time due to pcm buffering
00:15:51saratogathat would be difficult to fix for such small gain
00:16:58amiconnWell it would be fixable if pcm packets get some marking at what HPVOL they are supposed to be played
00:17:42*amiconn is thinking about a similar mechanism for MAS playback status transition (PCM integration)
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01:06:34CIA-6New commit by 03zagor (r22108): Initialize $input. Only parse one input line at a time.
01:07:06CIA-6New commit by 03zagor (r22109): Bumping $revision.
01:07:42***Saving seen data "./dancer.seen"
01:07:45saratogadoom segfaults in the sim for me before i can beat the first level
01:08:59funmanthere was a bug report on flyspray recently
01:10:50saratogayeah thats what i'm looking at
01:10:54 Quit GeekShadow (Read error: 113 (No route to host))
01:10:59saratogastrangely, in the sim its only used 4.5MB of RAM by the second map
01:11:10saratogai'd expect that to be ok on the fuze with its 8MB of total ram
01:12:40funmanmine has 4602736 bytes of audiobuffer
01:13:09saratogaso it probably just barely steps over that limit
01:13:58funmanthe whole sim used 4.5MB ?
01:13:59Zagorbad news: all build clients have hung need to be manually killed to recover.
01:14:09 Quit ender` (" Measuring programming progress by lines of code is like measuring aircraft building progress by weight. -- Bill Gates")
01:14:21funmanZagor: can't you use that backdoor you have implemented in this unreadable perl language?
01:14:22saratogafunman: it allocated up to 4.55MB from malloc
01:14:24 Quit bmbl ("Bye!")
01:14:35Zagoronly kill the process
01:14:35saratogaor at least thats the largest number I saw as they were flying by in the console
01:14:59Zagorfunman: no. I managed to introduce a bug that even knocks out the update function
01:15:17funmansaratoga: you can use ./rockboxui|tee sim.log and cat sim.log| (cut if needed) |sort -n
01:15:46saratogaif it got to 4.55 then it almost surely ran out of memory
01:16:07saratogacan plugins use IRAM?
01:16:07funmanthere is no Out Of Memory check in doom's malloc?
01:17:00saratogahmm there is, but i guess the crash i saw looked like it was in free()
01:18:06saratogathe malloc in use is relatively complicated, I suppose it could have problems if the available memory gets smalle nough
01:19:16ZagorEVERYONE: all build clients have hung and need to be manually killed to recover
01:19:46gevaertsZagor: shouldn't there be an email address field in the client connection data?
01:19:58Zagorthere should. there isn't...
01:20:09gevaertsyes, it won't help now
01:20:15linuxstbsaratoga: Yes, plugins can use the same IRAM as codecs (although obviously not at the same time)
01:20:19Mode"#rockbox +o Zagor " by ChanServ (ChanServ@services.)
01:20:46Topic"You need to restart your build clients! | Rockbox 3.3 has been released | Please read before speaking: | Please direct off/msg topic/social chat to #rockbox-community" by Zagor (n=bjst@rockbox/developer/Zagor)
01:21:08*gevaerts also recommends a mail to -dev
01:21:45saratogamaybe push through an update now that adds the email field, and tell peopel to add that when they restart
01:22:02saratogaotherwise it might be a while before everyone adds it
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01:28:57pixelmathe number behind the "hello failed" seems to have been the client's build speed... ;)
01:29:21pixelmaat least that would apply to mine
01:29:43Zagoryes, I used that so my test clients would know how long to sleep for each "build"
01:31:11gevaertsZagor: so the problem is that old clients keep this in the buffer?
01:31:59Zagoryes, the buffer was not cleared when the socket was disconnected. so it kept seeing the same ghost line without ever recieving it.
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01:32:57gevaertsIf so, can't you send "_HELLO ok " from the server?
01:33:20Zagorno, because new data does not overwrite the buffer. it's appended to it.
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01:34:00gevaertsI guess \b won't work either
01:34:07Zagorand here I thought I was going to bed early tonight...
01:34:17Zagornothing works, since the client doesn't even look at what I send it
01:34:30Zagorit keeps looking at what I _previously_ sent it
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01:39:32mtmarkun: ping
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01:44:20Mode"#rockbox -o Zagor " by Zagor (n=bjst@rockbox/developer/Zagor)
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02:50:49notlisteningFlynDice, was wondering if there was any need of help on the Sansa SD issues?
03:07:45***Saving seen data "./dancer.seen"
03:11:18tmztare the developers familiar with for certain Chinese players? I know people have asked here about those and have been told they are not supported (by rockbox)
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03:28:37 Join iwonder [0] (
03:28:56iwonderso i assume you cannot see or use any song or movie file with Apple's firmware?
03:29:36iwonderwhen you use windows explorer to copy them there
03:30:11iwonderno way to do so?
03:30:16iwonderthird party tool?
03:31:07linuxstbBecause that's how Apple designed the ipod.
03:31:36iwonderso i converted a segment of a dvd to *.m4v format..
03:31:40iwonderthat should play in Rockbox?
03:31:51iwonderusing HandBrake opensource DVD converter
03:33:17iwonderdoesn't play
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03:34:00iwonderhey Geek
03:34:57iwonderi used [x] iPod 5G support in HandBrake
03:35:07iwonderbut it doesn't play the *.m4v video it outputted
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03:35:14iwonderit's only 44secs and 8megs big
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03:44:29Unhelpfuliwonder: no, rockbox does not support m4v. the video player plays mpeg-1 and mpeg-2 video, with mpeg audio
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03:58:25kugelUnhelpful: how hard would it be for pf to scroll to the currently playing album
03:58:28iwonderso how do i make the *.m4v file viewable in Apple's firmware?
03:58:42iwonder...and also 40 some gigs of my music I transferred
03:58:57iwonderthat is completely invisible to Apple
03:59:30kugeliwonder: all music that apples of should be playable in Rockbox, except DRM-protected stuff
03:59:54Unhelpfulkugel: it should be possible...
04:00:45iwonderkugel, i meant to make it visible in Apple's firmware
04:00:56iwonderit doesn't see any of the files
04:01:05iwonder40 some gigs, must re-transfer?
04:01:17*iwonder gets out my bottle of vodka
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04:06:15kugeliwonder: apples firmware isn't our business
04:06:17kugelUnhelpful: any ideas? we could pass the filename or id3->album to pf I think
04:07:12Unhelpfuland ther pf will need to search for the album... it can do a binary search for the title since it has a sorted title list handy, and then it will have the index.
04:07:43iwonderi cannot transfer the music
04:07:53iwondersome of it was from my uncle's portable..
04:08:02*iwonder knashes teeth
04:08:14iwonder...that and I organized it on the iPod
04:08:19iwonder.....a lot
04:08:25iwonder.........thousands of songs
04:08:41Shaidiwonder: google for ipod db rebuilding software
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04:14:09kugelUnhelpful: I also thought of a nice animation while scrolling (i.e. not just directly starting at the album)
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04:18:02Unhelpfulperhaps you could start it at max-speed scroll, 4-5 albums before the target album?
04:18:49kugelalso, I thought of a more intelligent loading cover algorithm
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04:20:15kugelIIUC (- unloaded, * loaded, X current): as of now: you have −−-*****X*****−−-, but while scrolling to the left we could also do something like −−−−−−-**X*******-
04:20:39kugeli.e. take the scrolling direction more into account while loading covers
04:21:02kugelmissing covers is, sadly, pretty. obvious on my fuze
04:22:11kugelscrolling to the right*
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04:23:05Unhelpfulkugel: amiconn and i talked about that ages ago... i don't think it's the right solution to the missing covers problem... for that i actually think maybe we should un-thread the cover loading, and just load one per pass through the render loop
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04:31:35FlynDicenotlistening: re: Sansa SD Yes , I think if you have a particular specialty in oija boards or voodoo we are badly in need of your services.... I think funman has his hands on one of the problem cards right now
04:44:40kugelUnhelpful: i think it wouldn't be a bad thing nevertheless
04:45:09kugeltrying to taking the scrolling direction into accound seems reasonable to me
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04:45:58Unhelpfulkugel: oh, it is... although really on the large-screen color targets you can only fit 8-9 covers anyway
04:48:16kugelalso, the constant boosting should be fixed
04:49:13Unhelpfulkugel: well, when i get to finishing the scroll work, i might look at that - just have it boost during cover in/out and scroll
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04:54:59 Join chrisinajar [0] (n=chrisina@libqxt/developer/chrisinajar)
04:56:19chrisinajarHey, so I'm using the latest release of rockbox, installed today, on an iPod video 5g 30GB... is there a way to get a rockbox ipod to work on one of those fancy harman kardon docks?... It doesn't seem to work stock...
05:07:48***Saving seen data "./dancer.seen"
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06:21:06ej0rgechrisinajar: Apple Accessory Protocol is only partially implemented - see
06:25:32chrisinajarej0rge: thanks
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06:28:32tmztiwonder: there's some linux software that can do it without retransferring, it's off-topic here though
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07:27:28fg56lxI'm having a problem with sound. When ever I listen to any music (on any media player) or watch any video (even youtube) the sound starts to skip and jump around. What would cause this, and how could I fix it?
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07:28:50xavieranI'm guessing you don't have much RAM
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09:05:34CIA-6New commit by 03kkurbjun (r22110): Pluginlib: Add support for general buttons. Add menu and quit buttons to Reversi. MRobe 500: Modify touch handler to return the previous data always ...
09:07:50***Saving seen data "./dancer.seen"
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09:14:22amiconnObviously quite a number of build clients wasn't restarted yet. Far less clients active, but not much slower due to better efficiency
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11:45:54CIA-6New commit by 03dionoea (r22111): Don't mention having to run 'make reconf' when you're runing 'make reconf'
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12:42:53bertrikgevaerts, markun : I can use the blues nand utility with the samsung yp-s3, it correctly recognises the size of the memory inside the player and I can upload NAND contents back to the PC
12:43:29bertrikI'm seeing several blocks inside the uploaded NAND data containing the string 'CUFD'
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12:52:22markunbertrik: great news!
12:52:42markunbut still a bit scary to flash something, right? :)
12:54:03bertrikI'll stick to just reading data for now
12:55:36tmztwhat is bluesnand?
12:58:15markuntmzt: blues is the codename for the s5l8700 CPU
12:58:25markunNAND referst to a type of flash memory
12:58:40tmztI know the second part
12:58:49tmztdoes this mean code running on the device then?
12:59:07markunyes, but bertrik already had code running
12:59:17markunbut it's not running from flash yet
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12:59:27tmztright, okay
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12:59:36tmztand this has the same issues as s3c?
13:00:10markunwhich s3c?
13:00:31tmztthe ones with onenand chip, not sure exactly
13:00:39tmztbut it was mentioned here
13:00:48markunhm, no idea about that
13:01:42markunthe gigabeat F has an s3c2440 cpu, but I guess that's not what you were talking about
13:04:20markunbertrik: I know very little about the spcifics of NAND flash memory or FTLs, but would it be possible to debug reading support for Whimory (using the openiboot code) using this NAND dump you made?
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13:11:02bertrikmaybe, I don't know what to look for though
13:12:37bertrikone of the DFU images seems to contain all kinds of whimory/filesystem code, I wonder if that's a DFU image to access the device as if it is a normal disk device
13:13:18bertrikthere must be some kind of whimory signature that we can recognise, I'll have a look in the openiboot code ...
13:14:41bertrikah, must be 0x43303033 or 0x43303034
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13:19:04markuntmzt: another code name ;)
13:19:34markuna flash translation layer by samsung
13:19:40tmztI was going to search but my browser decided to crash (working throgh ssh proxy)
13:19:46markunused in a couple of player we want to support
13:22:13markunbertrik: which DFU image is that?
13:22:52bertrikone of the DFU images that are present in the NAND
13:23:45bertrikone of them seems to refer to NOR flash, but I don't think it even has that. It does have a date code that seems to refer to year 2006
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14:51:03bertrikmarkun, I saw a string "220W" in the NAND that I also see in the OF. I think this means Whimory version 2.2.0
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15:37:46njrHow big should the bootloader be?
15:38:04njrIm getting 64K for an iaudio7
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15:45:42CIA-6New commit by 03teru (r22112): brickmania: improve game saving to save current status. ...
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15:51:29gevaertsTorne: could it mean 2^4*512?
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16:30:13CIA-6New commit by 03teru (r22113): Superdom: introduce new enum for value to be returned in many places instead of mix of PLUGIN_USB_CONNECTED and numbers. ...
16:32:18TorneFirst results to usefully share from beast disassembly:
16:32:31TorneNot much there yet but at least I've gotten to the right area :)
16:40:25kugelteru: ping
16:40:40terukugel: pong
16:40:55kugelI'm woring on a bubbles save&load rework
16:41:29kugelit involves always saving. I read you were worried about disk spinnups?
16:42:11kugelI tried it on my samsung, and it's really not bad, though
16:42:31kugeland unnoticeable on my flash targets anyway
16:42:37kkurbjunkugel, could you save the game in an array that is written to disk on quit?
16:42:49kugelkkurbjun: that's what I planned
16:43:27kkurbjunok, ogtcha, I thought you were saving after each level :-D
16:43:33kkurbjunI eman to disk
16:43:36kkurbjunman that is
16:44:26kugelteru: I thought of letting the disk spin on entering the menu which would reduce or even remove waiting for the disk
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16:46:00kkurbjunkugel, so it would always spin when you went to the menu? That seems like it would be a drain if you are using the playback controlls much
16:46:47kugelhm, yes
16:47:27kkurbjunkugel, why not have a menu option to save and quit or just quit?
16:48:23kkurbjunthat way if someone was just borrowing the player for a bit to try it out they could start a new game, play for a bit and quit without messing up the main game
16:49:25kugelthat would work
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16:51:00kugelteru: another question: what happened about having "Resume" being dynamic? some plugins have this (of which in turn some using two menus and some using a callback) and some don't
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16:52:46LambdaCalculus37I'm getting some errors when trying to build plugins with the new SA9200 keymaps; I have two (for some reason) undeclared functions which are puzzling me:
16:53:26LambdaCalculus37Here's my apps/plugins/rockblox.c code:
16:53:59terukugel: sorry, i don't undarstand the question.
16:54:35kugelin some plugins have a resume game item which is dynamic depending on whether you can resume
16:55:36pixelmaLambdaCalculus37: what screen size (and depth) does the sa92000 have?
16:55:53kkurbjunkugel, you mean that the menu item will show if you can resume, and if you cannot resume it will not show the option to resume?
16:56:40LambdaCalculus37pixelma: 128x160.
16:56:50LambdaCalculus37I figure it's because my figures are way, way off.
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16:57:20pixelmait looks like it's because there is no background picture yet...
16:57:34pixelmafor this screen size
16:57:48kkurbjunpixelma, Have you had a change to try the latest version of reversi? Does the game board look more in line with what you were expecting on the archos devices?
16:57:51LambdaCalculus37pixelma: So can I create an exception for the SA9200 so it doesn't build for now?
16:59:58pixelmakkurbjun: yes, aspect ratio wise it looks ok, the only thing I was wandering about is the (line size) for the stats at the right, I don't know if you changed something there though
17:00:56pixelmaLambdaCalculus37: probably, I guess. Is it possible to build a sa9200 sim?
17:01:04LambdaCalculus37pixelma: Let me try.
17:02:20pixelmakkurbjun: line height looks like it is for the sysfont but the numbers are in user font. Since I use a 9 pixel tall font, they clash a bit
17:02:25kugelpixelma: do you have the bubbles background for portrait targets? I'd be very interested in that one for the e200
17:02:45pixelmaonly the gigabeat one
17:02:56kkurbjunyeah, I noticed that the score was srawn that way
17:03:04LambdaCalculus37We need a bubbles background for 128x160 targets as well (SA9200).
17:03:10kkurbjunoriginally I was assuming that the fontsize is always 8
17:03:19kkurbjunit was assuming that before though too in a sense
17:03:44terukugel: and what was the question?
17:03:50pixelmait's true as long as you use the sysfont
17:04:03LambdaCalculus37pixelma: Different error when compiling a sim:
17:04:23kugelteru: if you have an idea a) why bubbles doesn't have it and b) if there was a decision if the callback or duplicated menu is the way to go
17:04:42pixelmaLambdaCalculus37: how did you code the exception?
17:04:45kkurbjunI'm not sure how to go about fixing that since it requires a dynamic scale of the board. It is doable, but it would require the calculations to be run each time the board is drawn rather than pre-evaluated at runtime
17:04:58kugelpixelma: can I have it please?
17:05:21kkurbjunIt could also be fixed to use system font, but it looks bad on larger screens
17:05:54kkurbjunfixing it at system font owuld be the easiest and least peanalty in terms of calculations
17:06:07*kugel suggests a larger sysfont for larger screen (and not for bootloader builds)
17:06:11pixelmaLambdaCalculus37: I guess it would need changes in the plugin too, maybe it's easier to prepare a 128x160 bmp, all black or so
17:06:34pixelmakkurbjun: what does the board size have to do with either sysfont or user font?
17:07:11kkurbjunon some screen sizes, the board size withthe legend is just the right width so that it only has a 16 pixel margin for the score
17:07:24terub) no, as far as i know.
17:07:27kkurbjunif you set the user font to something large it won't display properly
17:07:55pixelmacouldn't it be in a viewport?
17:08:04***Saving seen data "./dancer.seen"
17:08:32kkurbjunpixelma, you mean use a scrolling puts?
17:09:16LambdaCalculus37pixelma: I didn't code in any exceptions right now. What I was just thinking of doing is commenting out the values for the SA9200 screen, but I think I can just make a dummy 128x160 bitmap for now.
17:09:56pixelmaLambdaCalculus37: does the SA9200 sim build?
17:11:11pixelmakkurbjun: hmm... I think I misunderstood a bit. I imagine those screens are portrait screens, so you would have space below the board?
17:11:15LambdaCalculus37pixelma: No, it errored out.
17:11:48pixelmawell, with a bitmap there I mean, so I could try myself
17:12:20terua) you mean, why it isn't dynamic? i don't know. maybe because it is the simplest from the view of coding.
17:13:19kkurbjunpixelma, I believe that the H10 5 gb is the main problem since the screen height and width are the same
17:13:29kkurbjunportrait displays already use the bottom of the screen
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17:13:55kkurbjunbut there could be other screens than the H10, it just depends on the ratio of the width to height
17:14:52pixelmastill better if you have a 16 pixels tall line at the bottom than a right margin, I'd guess there would be enough space to put them on on line?
17:15:56kkurbjunpixelma the touchscreen targets also have buttons on the side that use that margin
17:16:14kkurbjunor on the bottom if it's portrait
17:17:24pixelmain Reversi?
17:17:50kkurbjunyes, now there is a menu and a quit button
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17:21:31kkurbjunpixelma, there are fonts larger than 16 pixels high too though so I don't think placing it at the bottom solves the issue, the problem is that you don't know how large a font the user is going to pick - if you always want it to look right with the user font I think the only option is dynamic calculations
17:22:12kugeli don't think so
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17:22:56kugela) you could place both scores at the bottom in 1 line b) scrolling in a viewport on the side
17:23:18kkurbjunkugel, the scores have a legend with them
17:23:24kkurbjunit's not just text
17:23:33kugelthe icon, yes
17:23:37kkurbjunwhich isn't to say that you couldn't scroll the legend too
17:25:03kugelI don't see a problem
17:25:40kkurbjunkugel, I think that dynamically sizing the game would be more practical
17:25:59kugelmore practical than...?
17:27:20kkurbjunpersonally I would not be willing to commit to implement a scrolling legend, if someone else would like to implement it I won't stop them, but for now my fix would be either dynamically sizing the calculations or setting it to sysfont - I've already spend more time than I wanted on this and the issue existed originally
17:27:24kugelI'd say make the score's legend icon smaller (8x8, for example) and put the text scrolling, prefereably at the bottom so that you can put both in the same line
17:27:38kugelif the font is too high, then switch to sysfont
17:28:03kkurbjunI think the goal is to reduce/eliminate the use of sysfont ideally
17:28:14pixelmahow much space would you need for two buttons, two icons (black and white) and the numbers? I'd still think that it could fit on one line, and I imagine you have more space than that. The square small H10 screen is still an exception
17:28:22kugelyea, but not by making a game horribly slow due to dynamic resizing
17:28:39kkurbjunkugel, I don't think that the game would be horribly slow
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17:28:56kugeldepends on the target I guess
17:29:11kkurbjunI don't think it would be horribly slow on any target
17:29:14pixelmaother plugins do that (switch to sysfont). Dynamic resizing "sounds" like unnecessary complication to me
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17:29:35kugelto me too
17:32:38kkurbjunit would be trivial to do
17:34:17pixelmaI thought the board is the most important thing
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17:44:44CIA-6New commit by 03nls (r22114): Remove redundant definitions of SCROLLBAR_WIDTH
17:44:56CIA-6New commit by 03kkurbjun (r22115): Reversi: Implement dynamic legend/board sixing when necessary for landscape targets based on font size
17:45:06kkurbjunpixelma, kugel: let me know if you think that is unreasonable
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17:47:16pixelmasorry to say, but I don't understand why the board should be smaller, I'd rather sacrifice font size
17:48:17kkurbjunpixelma: the board won't be smaller unless you pick something really large on the archos devices, and on most any other target there is enough space that the board could afford to be slightly smaller
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17:49:19*kugel doesn't like the idea that the board size varies
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17:55:22*n1s wonders what happened here:;type=h120
17:56:31pixelmathe stats and info in the table of that revision look odd anyways
17:57:13pixelmabuild time 00:00
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17:58:55pixelmakkurbjun: if font_width should be the sysfont width, then I think it is 5
17:59:27kkurbjunyeah, that's not used, it's always set at startup, I need to make those static and remove the initialization
17:59:30kkurbjunI was just testing it
18:00:13pixelmaI agree with kugel there as I think board is more important than anything else
18:02:24kkurbjunpixelma: have you tried it on an ondio yet?
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18:05:13kkurbjunwith really large fonts the scaling needs to be worked out a bit still, but I dont' think that sizing is a real usability problem
18:06:11pixelmano, but I just tried brickmania and the paddle is offscreen
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18:08:20kkurbjunhuh, I don't see that in the sim
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18:10:52pixelmahmm... maybe not offscreen but invisible
18:11:23kkurbjunpixelma: on the ondios?
18:11:38*pixelma suspects the other changes (the paddle width power "up"/"down")
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18:24:59pixelmakkurbjun: will you fix the yellow at least?
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18:29:31kkurbjunpixelma: yes, I was planning on it; to be clear I am not saying I don't understand your objections, but I am not going to "fix" something just on principal. If there is a demonstrable issue I will be happy to consider other alternatives. When you rose the issue of the font height I addressed it in what I felt was the best fix and I am not opposed to someone else fixing it their own way if they feel that strongly about it, but I don't see
18:30:09Mikachukkurbjun: "but I don't see", then cut off
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18:30:26pixelmawell, I don't know why you then asked for our opinions
18:30:50kkurbjunif you thought tha just using the system font was enough I would have just set that and been done with it
18:31:32kkurbjunit was really an either or for me; I realize that I could have been more clear on that
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18:37:21LambdaCalculus37pixelma: FS #10431 is where my patch for the keymap plugins is located.
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18:41:34CIA-6New commit by 03kugel (r22116): A bit of rework in bubbles: ...
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18:44:02CIA-6New commit by 03bertrik (r22117): Samsung YP-S3: update backlight brightness curve again (can't go all the way down to 1/256 brightness) and update yp-s3 bootloader demo.
18:47:09CIA-6New commit by 03kugel (r22118): Remove two left-over DEBUGFs
18:51:55pixelmaurgh, the rogritz server from Rondom seems to have problems...
18:52:22bluebrotheris it just me having the impression that the build client starts two builds in parallel or is this intended?
18:54:19pixelmamaybe it has to do with rogritz-Rondom reporting "done" quite early?
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18:55:02bluebrotherhmm. No idea, but I though seeing two builds running in parallel on both of my machines. Which isn't that good on single core boxes.
18:55:17pixelma"segmentation fault" could possibly also be something to check for
18:55:18Rondompixelma: ??
18:55:22Rondomwill have a look
18:55:33kugelpixelma: indeed
18:56:02Rondomoh!, quite a lot of segfault
18:56:32RondomI will turn it off and investigate
18:56:49pixelmathanks :)
18:57:21kugelpixelma: your background image is pretty garbled in the sim
18:57:42pixelmawhich background picture?
18:58:01kugelthat you gave me, resized for 176x220
18:58:14kugelit ran through BMP2RB, though
18:58:16pixelmaah, did you do a make clean?
18:59:06pixelmathough I thought that error was fixed (when compiled in bitmaps changed size but not the name, it took the old .o and stretched it to the new size)
18:59:42pixelmaand if I remember correctly, the current background picture for bubbles on portrait screens is not full height
19:02:37 Quit saratoga (Ping timeout: 180 seconds)
19:02:43kugelah, forget what I said
19:02:52kugelI failed at resizing
19:04:41kugelahh, bubbles is prepared for that type of background :(
19:06:51pixelmakkurbjun: the statusbar of brickmania on my c200 is overlapping the board a bit though (the bar looks 1 or 2 pixels pushed down a bit). Unfortunately there were quite a few changes recently and I'm not sure if it was your change
19:08:07***Saving seen data "./dancer.seen"
19:09:02pixelmacomparing to the manual screenshot it looks like the bricks start a few pixels higher (I believe it was at 10 pixels down before)
19:09:32kkurbjunpixelma, what screen size is the c200?
19:09:46pixelma132x80 (colour)
19:10:56kkurbjunpixelma, yes, that is from the changes I made - the margin it provides currently is 2 brick heights...
19:12:54pixelmabrick height is 4 on that screen because of the aspect ratio
19:13:18pixelmaand to have a bit of space and lines there
19:14:08kkurbjunpixelma, yeah, I saw that - I'm having trouble compiling a sim at the moment, but do you know if I set a conditional of either 2 brick heights or 8 pixels at the least would be enough?
19:14:32kkurbjunit would be evaluated at compilation so no penalty for runtime
19:16:10pixelma2 brick heights would be 8..., could be enough if the status bar would be completely at the top but gameplay would be still a tad bit different than before (maybe not noticable), as I said, I believe it was 10 before on that screen
19:17:00pixelmaI am not sure what it was on the Archos or Clip screen before so don't know what impact setting it to 10 would have
19:18:42kkurbjunhaha, oh yeah I'll take a look, I thought that the status bar was always drawn at the top
19:20:27pixelmaI still try to find out why the paddle would be invisible on my Ondio
19:24:19CIA-6New commit by 03kkurbjun (r22119): Brickmania: Statusbar should always be drawn at the top of the screen
19:24:47kkurbjunpixelma: It looked like there was a conditional to offset it 2 pixels on screens larger than the old archos devices
19:25:23kkurbjunLet me know if that looks better - the C200 also needs new brick sizes for that screen
19:25:54kkurbjunactually, it might not - the width might not work out even
19:26:02pixelmawhy would it need new brick sizes?
19:26:06kkurbjunI was just noticing that theres a gap on the sides of the gameboard
19:26:32pixelmathat's there on a couple of devices and I tried to find the best fit
19:26:55kkurbjunthe gigabeat F has it too, there is enough space that you could slip the ball up the side - gotcha, no worries, I see what you mean
19:27:33kkurbjungigabeat F does not appear to have bricks sized for 240x320 I don't think
19:27:49pixelmayou could try to make the margin non-usable but I thought it's (a) not necessary and (b) quite nice as the game is quite hard on that screen already, so slight "powerups" would be fair ;)
19:28:32pixelmathe Gigabeat is using the H300 ones, I think
19:29:12kkurbjun:), yeah, brickmania needs speed scaling for the screen size, I think the ball moves at a constant number of pixels (+- the speed) so on really large screens like the mr500 the ball in effect is moving extremely slow
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19:32:02kugelkkurbjun: you have a yellow, did you see that?
19:32:11kkurbjunyes, I'm working on a fix for that
19:51:26kugelpixelma: almost there
19:51:34kugel(new bubbles background
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20:01:06gevaertshm, interesting. Wasted CPU seconds seem to match wasted points/second for the latest round
20:01:23pixelmaweird, the paddle is visible now with a recent build, don't know what happened there
20:02:47CtcpPing from gevaerts!n=fg@rockbox/developer/gevaerts
20:02:51CtcpPing from gevaerts!n=fg@rockbox/developer/gevaerts
20:04:31pixelmaalso, for anyone following the discussion over a week ago (JdGordon, gevaerts) - the crash on flashed Archos when entering WPS is gone now too (probably because of the ID3 handling fixes, didn't follow that because that was during the time I had earlier revisions checked out but thought before going on that testing a recent build would be good...)
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20:07:24gevaertsgood to know
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20:13:06pixelmaoh, and the crash on my c200 with cuesheet support enabled and my WPS too :)
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20:17:03JdGordonpixelma: good to hear :)
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20:29:21saratogawas "FS #9882 - Speed-up mod for large block (Vorbis)" committed? i think it was but the task is oepn
20:30:42saratogalooks like it was, going to close it
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20:52:42pixelman1s: do you remember why you didn't put ipod* to the rest of the group with the "PREV" string in ?
20:53:39pixelmajust noticed because deutsch.lang still had the old one (checked because some other source strings had changed)
20:54:31pixelmaI know, that's quite some time ago but maybe it's worth "fixing" in english.lang
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20:58:15pixelmaof course, it's not really broken but could be more consistent
20:58:49n1spixelma: can't say that i do, probably just missed it, feel free to fix :)
20:59:38pixelmajust trying to make sure I don't miss something
21:06:59pixelmaI'm not sure, I like the dropping of "browse" in the titles of the font or wps browsers
21:07:12pixelmawithout the comma
21:08:12***Saving seen data "./dancer.seen"
21:17:11pixelmathe clip doesn't seem to have LANG_TIME_REVERT assigned in english.lang but I see an RTC defined in its config file. An oversight?
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21:17:48pixelmaor was there no free button for the revert function?
21:20:36kugelgrml, changing 1 single bitmap causes a whole recompilation of all plugins
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21:34:54pixelmakugel: nice... I am still wondering about the language string issue (there are also some voice phrases in english.lang not adapated to clip* and/or fuze* - would you know something about it?
21:35:44kugelthere's a tracker task about that
21:35:47pixelmaI saw this in the above mentioned string and also LANG_TIME_SET_BUTTON
21:36:20*pixelma goes searching
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21:39:46pixelmahmm... closed though. Could explain why it's not in the voice part though if the script doesn't provide enough flexibility - the voice string's grouping is different there as the button is not announced and so everything can go into one list
21:39:48skierKyleHi, Im having alot of trouble syncing my sansa e250 with Ubuntu Jaunty, I have gotten rockbox installed fine, but It doesnt seem to want to mount the player.
21:40:03skierKyleUbuntu doesnt want to mount it I mean.
21:40:53kugelpixelma: no, sorry I can't
21:41:15skierKylethanks linuxstb tryin it now....
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21:41:44pixelmakugel: I meant the way the patch was made could explain it...
21:42:12pixelmasorry for leaving out the subject in this non-sentence then :)
21:42:58kugelah np :)
21:44:37pixelmais there a button for aborting (reverting) the time in the Clip's time set screen?
21:44:59kugelno idea, I'll look
21:45:11pixelmaabort setting the time
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21:48:12kugelpixelma: power seems to do it
21:48:29pixelmaok, will add it to english.lang then
21:49:02*kugel thinks the clip keymap is still far away from mature
21:49:22skierKyleThanks a ton linuxstb, it work's instantly now!
21:49:59pixelmaoh, and LANG_BUILDING_DATABASE also has no entry for the clip
21:50:14pixelma(but for the Fuze)
21:50:17kugelpixelma: would you volunteer to adapt other portrait targets to your background? I changed the code to allow for custom text positioning ( you just need to #define where the level, score and next bubble boxes are)
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21:51:05pixelmaonly Gigabeats are (and the SA9200), right?
21:51:32kugelmaybe mrobe500 too
21:53:03kkurbjunkugel: does it have to be done with a hard define, those make adding new targets a real pain
21:53:16kkurbjunespecially when you multiply the effort by the number of plugins you have
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21:54:02kugelit's depending on the screen dimensions as all other things in bubbles
21:54:27pixelmayou have to adapt the bitmaps anyways
21:54:37kkurbjunso it just needs a new image?
21:54:57kkurbjunyeah, the bitmaps are reasonable, but changing defines for each plugin is a nightmare
21:55:02pixelmaa few coordinates too, I think
21:55:13kugelthat and filling in the X,Y and width of the text boxes
21:55:51kugelthere are a couple "#elif (LCD_HEIGHT == X) && (LCD_WIDTH == Y)" like defines already
21:56:29pixelmaI just think that if you have to go through hoops to make it more flexible and then maybe end up with something "just right" not perfect as before, it is better to keep some manual defines. (same as PLA btw.)
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21:57:17pixelmaif you can make it more flexible without much effort, that's a different thing
21:57:18kkurbjunthe screens should all have the same relatives if it's just a matter of linearly scaling the bitmap
21:57:42kugelit's not
21:57:53kugel(I mean linear scaling in this case)
21:58:55kkurbjunkugel: it's not linear to add portrait, but every portrait screen that uses that same base image is a linear scale correct?
21:59:16kugelbubbles does some sort of text positioning without those defines, but that's vertical and doesn't work here
21:59:50pixelmaif you can get variables e.g. from the bitmaps I'm all for it
21:59:59kugelkkurbjun: 176x220 -> 240x320 isn't linear scale
22:00:04kkurbjunyou shouldn't have to get the variables from the bitmap
22:00:37kugel4:5 -> 3:4
22:02:29kkurbjunkugel, so there are different base images for those two screens? If each pixmap is really custom and has no relationship between the others then I suppose it makes sense, but if you are just scaling the width and height of the images then it's known and could be calculated
22:02:30pixelmathe playing board region might be (except on the Archoses), but in kugel's preview it looked like he doesn't care about the last few lines being offscreen in favour of having a bigger bubble
22:02:55kugelkkurbjun: no, it's not the same base image
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22:03:13kugelpike: I didn't change the bubble size
22:03:18kugelpixelma: ^
22:03:22kkurbjunok, so what about scaling it linearly if you use a particular base image or screen ratio?
22:03:42kugelno idea
22:04:04kugelthere's no other targets having this background, 176x220 is the first one
22:04:19pixelmakugel: on the Gigabeat the bubble at the bottom is fully visible though IIRC
22:04:32pixelmain my mockup, I mean
22:04:46kugelI don't think it matters
22:05:41kugelI scaled your image, then fixed the sides (the board was too wide), then I adjusted the y offset so that the top horizontal line matches with the board
22:05:59kugelI didn't change the board or bubble size
22:06:33pixelmayeah, that was just an addition to the "linear scaling" bit and my statement that the playing board itself is scaled linearly (except for the Archoses)
22:07:02pixelmathe inner field where the bubbles are
22:08:20kugelah, alright. if it was linear scaling I wouldn't have needed to fix sides
22:08:31pixelmaby the way, you could probably push this field a bit up so it fits completely if the "Next" in the preview is next to the bubble, not above - or not there at all
22:08:38kugelkkurbjun: what I did is custom positioning, because bubbles already has such a system, I don't think we can have two at the same time?
22:08:58kkurbjunkugel, it doesn't concern me much if you don't make it scale appropriately for new screens automatically, but it's a real pain with a new target to add a new screen size if it's possible to position things like text, and keys automatically. brickmania was one of those that was using defines originally, and with some thought ended up with calculations that makes it much easier to support new screen sizes, all you have to do is scale the ima
22:09:18kkurbjunI spent some time removing those hard defines in bubbles also, but I dind't complete it 100%
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22:10:14kugelI'm not sure it is possible
22:10:36pixelmasometimes automisation fights back though (see PLA)
22:10:52kugelbtw, I find the bubbles too small on the e200
22:10:54kkurbjunpixelma: what is PLA?
22:11:04pixelmapluginlib actions
22:11:20kugelthe color is too small compared to the round box around
22:11:40kugelIIRC it was OK a few revisions back
22:13:41kkurbjunkugel: the bubble sizes should not have changed with anything I did
22:14:31 Part ze
22:14:37kugelis it intentional that the ring is bigger than the color-filling?
22:15:39pixelmaI think so (where possible) as those are "bubbles"
22:15:49kkurbjunkugel, I think it's that way on all the targets, it's just a matter of how the bubble is sized versus the emblems
22:16:13pixelmathe original graphics (from "Frozen Bubbles" have it too)
22:17:24kugelpixelma: no,
22:18:27saratogalinuxstb: would you update the TargetStatus page for the Nano2G?
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22:20:10kugelkkurbjun: is the emblem completely generated?
22:20:27pixelmano, it's a monochrome bitmap
22:20:38kkurbjunemblem is in the native, bubble is in mono
22:20:57pixelmasorry, mixed it up
22:21:20kugelpixelma: your mockup almost looks like a real frozen bubble screenshot :)
22:21:28kugel(thats 240x320)
22:22:28pixelmathe M:Robe500 could have a 2-player mode
22:23:15kugelI think I'll commit the new background image anyway
22:26:15kugelkkurbjun: where is it decided which bubble the e200 takes? I don't see a bubble176x220x16.bmp
22:26:30CIA-6New commit by 03kugel (r22120): New bubbles background for 176x220 (Sansa e200), heavily based off a mockup provided by Marianne Arnold. ...
22:26:31kkurbjunit's in SOURCES
22:27:14kkurbjunin the native directory
22:27:23kkurbjunand in the mono one too
22:28:29pixelmakugel: would you also know the button for aborting the database building on the Clip?
22:28:49pixelmaerr... scanning I mean
22:29:01kugelprobably power too, that's ACTION_STD_CANCEL
22:29:23pixelmaalright, thanks
22:29:27kugelor |<< (PREV) (both are ACTION_STD_CANCEL)
22:29:58kugelI would like to fix the bubble sizes
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22:33:59pixelmanot all targets have that gap, just the ones with "bigger" colour screens (e.g. not c200)
22:34:08 Quit raudonkepuraite (Client Quit)
22:34:55pixelmakugel: do you really need the text width as a define?
22:35:08kugelyea, to center
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22:36:25pixelmathat is something I wouldn't care about (left aligned is fine too)
22:37:07kugelnah, it looked bad (i had it first without centering)
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22:37:29kugelbut the width is something that could be the same across all targets
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22:39:55pixelmait's not centered on landscape screens, and it could only be the same if you keep sysfont
22:40:59pixelmahmm, first part seems to be wrong
22:41:32kugeland currently sysfont is used on any target
22:42:33pixelmait doesn't have to stay this way though
22:43:20kugelI don't think it'll change soon
22:43:46kugelanyway, I don't really care if it's the same for all targets, but I do want it to center
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22:47:00raudonkepuraiteGreetings, people. I have some problems in compiling, is there anyone who could help me with it?
22:47:37pixelmanot until you tell us the exact problem...
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22:47:49 Quit darkhamm ("Sto andando via")
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22:48:08CIA-6New commit by 03kkurbjun (r22121): Reversi: Fix warning, change the text so that it does not resize the board (text does not scroll currently), and fix some target buttons.
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22:50:16pixelmaraudonkepuraite: not until you tell us the exact problem...
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22:55:13stripwax__raudonkepuraite- do you have a bad connection to the irc server?
22:57:37raudonkepuraiteSorry, I got disconnected again. So- I have followed the instructions on how to compile on wiki, but I am stuck on part 3: all I get after getting source, creating dir. and running configure as shown on wiki is:... No such file or directory.
22:59:12linuxstbWhich guide are you following?
23:00:18raudonkepuraite and I am using CYGWIN
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23:01:11 Quit dash32 (Read error: 60 (Operation timed out))
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23:03:30pixelmadid you change into your build directory before calling configure?
23:05:15raudonkepuraiteYes, I did everything according to wiki.
23:06:07linuxstbIf you type "pwd" and press ENTER, what is displayed?
23:08:15***Saving seen data "./dancer.seen"
23:10:47 Quit truthtaco_ ("Leaving")
23:11:30 Quit kugel (Read error: 110 (Connection timed out))
23:11:55*pixelma is reminded of some flaw that was in the setting up cygwin instructions that had to do with setting the path
23:12:08raudonkepuraiteI am sorry if ithis is double post, but I am having really weird connection. Anyway, /home/Julius/rockbox/build/
23:12:36pixelmaI don't think that's your problem at the moment though :\
23:12:49 Quit AsaelReiter ("CGI:IRC (Ping timeout)")
23:14:09linuxstbraudonkepuraite: And you're typing "../tools/configure" ? No spaces anywhere.
23:16:11Bagder has a 10 minute video showing how to build rockbox as well
23:16:32pixelmawith cygwin? ;)
23:16:38Bagderwell, from command line
23:16:45Bagdersurely it is next to identical
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23:21:02raudonkepuraiteI got it.. IM AN IDIOT... and sorry for bothering all of you. The problem was a slash after ''configure''. Anyway, thank you all. Good luck in whatever you are doing now.
23:22:14Bagder"a small slash for man, but an important slash for the build" wasn't that Armstrong's words? ;-P
23:22:29 Quit raudonkepuraite ("CGI:IRC (EOF)")
23:27:02amiconnkugel: Ahem, lots of red
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23:32:22kugelamiconn: I noticed that
23:34:22kugelI'm just trying to get my desktop online as a build client
23:38:06CIA-6New commit by 03kugel (r22122): Fix red - overlooked renaming in 1 place.
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