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#rockbox log for 2017-11-13

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00:07:27 Join mendelmunkis [0] (
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00:12:04mendelmunkisI'm trying to add an AI to pacbox and I'm having trouble figuring out if I would need to make any adjustments to how often rb->yield() gets called. How can I tell how often to call it?
00:12:46__builtinmendelmunkis: shouldn't matter too much
00:13:01__builtinjust frequent enough to not starve the other threads in the system (once a frame usually works)
00:14:08mendelmunkisWhat about in a plugin I would theoretically be writing from scratch?
00:15:14__builtinagain, there's not a hard and fast rule on that
00:15:54__builtinI use once a frame as a rule of thumb
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00:30:41[Saint]What do you mean by "an AI"?
00:31:19[Saint]I mean, the ROM itself has a demo feature that runs as an idle display that clearly displays the game mechanics in the player character.
00:31:28[Saint]There's not a lot that need be done here.
00:31:46[Saint]The game already knows how to play itself with a structured rule set.
00:32:14[Saint]It's more connecting the dots than anything else.
00:33:59__builtin[Saint]: he left
00:34:41[Saint]Oh, right. I see. Sorry.
00:34:54namedpipeHi guys. I know this might be a slightly irrelevant question, but I stumbled upon the old chat logs ( which mention the disassembly of FiiO X1 II (FX1221). Does anyone know how to open it properly?
00:34:54namedpipeBackstory: Yesterday FX1221 became unresponsive with no obvious way to reboot or shut it down. Holding the power button didn't help, and since there is no reset hole, I decided to disassemble it to reattach the battery. I just charged it, so waiting for the battery to drain itself would take forever. That was an inexpressibly painful mistake. Most likely I already broke something, not to mention the scratched and bent plastic. I wasted
00:34:54namedpipea few painful hours trying to get the PCB out of the fullmetal chassis with no luck. Every disassembly guide I found was about the first generation player (which is, by the way, better in literally everything), everything else was #rockbox and this Head-Fi post:
00:36:42__builtin[Saint]: you do raise a good point; I don't see why an AI would be needed
00:44:15[Saint]__builtin: I mean...right?
00:44:28[Saint]The game is procedural and already knows how to play itself.
00:48:41[Saint]copper: are you around my dear?
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01:03:46__builtinI'm not sure whether I should put in the effort to get my wolf3d port in a mergeable state
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02:29:21[Saint]How do we feel about bitmapstrips?
02:30:31[Saint]Given that the output is the same and the only difference is WPS/SBS/FMS/WRS code complexity, do I load individual images with unique identifiers, or load them as an ambiguous bitmapstrip with offset identifiers?
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02:33:19__builtinoh, individual images do have some overhead over a bitmapstrip, but that's probably neglible nowadays
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02:33:52__builtinI think individual images is better since they're easier to work with
02:34:24[Saint]%xl(image, image.bmp,0,0,1)
02:34:24[Saint]%xd(image) %xd(image1)
02:34:29[Saint]%xd(image_strip,N) %xd(image_strip,N1)...%xd(image_strip,N*)
02:35:11[Saint]yeah, the bitmapstrip is cleaner, in terms of code complexity, but it's very highly ambiguous as to what's going on to someone not familiar with or trying to learn the code/syntax.
02:36:02[Saint]the problem with individual images in this context is with this theme I'll have to load a block of about 200 of them.
02:36:24[Saint](yep, really.)
02:36:33__builtinhmm, that makes me lean towards a bitmap strip
02:37:03__builtinloading ~200 individual files probably incurs a lot more overhead than 1 single big file
02:37:21[Saint]it'll be marginally slower to parse.
02:37:43__builtinwell, in loading from disk
02:39:09[Saint]which will happen whenever we exit/enter a screen.
02:39:31[Saint]we unload everything when switching screens.
02:40:09[Saint]though some buffers will be recoverable, it still needs to parse to figure out which.
02:41:06[Saint]we don't have enough freedom of resources to be able to just cache the entire theme on a lot of targets, honestly...with this theme, most targets.
02:42:11[Saint]For ease of use for the end user I'm really trying to keep it in one theme and not split it up across 'small, medium, large' and/or 'portrait,landscape', but I might have to.
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08:06:49copper[Saint]: 200 images??
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11:47:23wodzpamaury: Yes, my fixes to mips threading are on github. Actually you are interested in wodz/rockbox-wodz/commit/f9e85db38c126cdbfc165067a18299a1124245b4">
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12:59:11kev2haaa! You are all brilliant. Thank you for the great work. I just got it working on an X-fi
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13:19:09kev2I am very impressed with the pitch control. The last time I had an mp3 player with pitch control was an incredibly cheap plastic one that held about 250MB. And it took a battery, leading to guilt. But now I have pitch control on a Creative which is rechargeable! I am quite happy.
13:20:03kev2the brand name of the junky one was Actions. It was fun.
13:20:14kev2bye , thank you
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14:33:58lebelliumpamaury: My NWZ keymap suggestion
14:34:19lebelliumalso in FMS ACTION_FM_MODE doesn't work
14:34:57lebelliumI first thought it was a wrong combination with ACTION_FM_MENU
14:35:30lebelliumbut even trying basic test with another key, it doesn't work
14:37:51lebelliumfor example I tried:
14:38:23lebellium /*{ ACTION_FM_EXIT, BUTTON_BACK, BUTTON_NONE },*/
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16:42:51Bilguslebellium, you might try putting the pre button codes ['BUTTON_NONE'] to the initial key for those so { ACTION_KBD_SELECT, BUTTON_PLAY|BUTTON_REL, BUTTON_NONE }, becomes { ACTION_KBD_SELECT, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY },
16:45:19Bilgusthe current action engine has a real annoying quality of ignoring the pre button code and if the key is mapped in the STD_CONTEXT you may be running into that
16:46:05Bilgusalternatively try #g1674
16:46:18Bilgus g#1674
16:46:22fs-bluebotGerrit review #1674 at : Action.c FIX / Rework / Clean-up Action System by William Wilgus
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17:53:13lebelliumBilgus: what I put in the pastebin has been tested on target
17:53:23lebelliumit looks like { ACTION_KBD_SELECT, BUTTON_PLAY|BUTTON_REL, BUTTON_NONE }, is working properly
17:54:14Bilgusah you were saying the original didn't work, ok
17:55:57lebelliumno it worked but selecting characters with the power button isn't logical to me
17:56:29lebelliumThe only thing that doesn't work is ACTION_FM_MODE
17:56:43lebelliumI don't understand what's wrong here
17:57:26Bilgussame caveats apply..
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17:58:09lebelliumso I should try
17:58:16lebelliumium> { ACTION_FM_MODE, BUTTON_BACK, BUTTON_BACK },
17:58:53Bilgusno it'd need to be button back | release
17:59:22Bilgusfor the action code (middle one)
17:59:54lebelliumIt already is:
17:59:56lebelliumcurrent code:
18:00:36lebelliumACTION_FM_MENU works but not ACTION_FM_MODE
18:01:36Bilgusthats because of what I was saying about it preferring the one with button NONE
18:03:16lebelliumdoes that mean that putting "BUTTON_POWER" instead of "BUTTON_NONE" for ACTION_FM_MENU would fix ACTION_FM_CODE?
18:03:41Bilgusthat patch should fix that but rather than doing that you want to put the back button into ACTION MODe what are you changing ACTION_FM_EXIT to
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18:04:53lebelliumI don't want to do anything with the back button, it was just a simple test
18:06:03Bilgusif you are using button back in fm mode you need to differentiate it from the fm exit action
18:06:15lebelliumit already is different
18:06:24lebelliumit was just a simple test
18:06:34lebelliumI just want to keep the current behaviour with the power button
18:06:38lebelliumjust make it works
18:07:25lebelliumif I understood properly I just need to put
18:07:40lebelliumand that will fix ACTION_FM_MODE
18:07:47Bilgusok i'll start from a bit back; the action sysyem in its current form will always prefer an action with PRE_BUTTON == ACTION_NONE
18:08:37lebelliumI understood that
18:09:14Bilgusah ok sorry, yes changing FM menu should work
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18:22:41lebelliumnow neither ACTION_FM_MENU, nor ACTION_FM_MODE nor ACTION_FM_EXIT are working. I didn't even touch ACTION_FM_EXIT...
18:25:56lebelliumI'm lost
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18:30:53Bilgusfor mode and menu put prebutton to Button_none and swap their order
18:31:29BilgusOR just apply that patch and stick with the original code
18:31:33lebelliumthe line order in the file matters?!
18:32:42lebelliumfixing the keymap is not just for me so applying the patch doesn't really make sense, unless you plan to merge it soon
18:33:43BilgusI don't have the ability to merge it but it works fine
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18:39:16ofl_duo8has anyone looked into the fw structure for newer ingenic players?
18:39:56ofl_duo8there's a ubifs partition that i'm trying to extract & mount
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18:52:02lebelliumeven after doing "git reset −−hard origin/master" it keeps telling me I'm not on a branch
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18:53:50Bilgusyou might have a rebase in progress try rebase −−abort
19:04:00Bilgushuh doesn't look boring
19:04:36lebelliumI never had to set a user name and email before
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19:05:32Bilgustry git review -d <#change id: for that patch#>
19:07:09lebelliumI set a fake email address...
19:07:17lebelliumcompiling your patch now
19:09:34lebelliumdoesn't help
19:11:26lebelliumwith your patch and the original code, ACTION_FM_MODE still doesn't work
19:13:25BilgusI don't see any other reason it shouldn't there is nothing taking control of the key in a lower chained context
19:13:29pixelmamaybe the definition for the back button is falling through to another button context and is cclashing there?
19:15:13Bilgusmaybe its like some other code I found and it doesn't act on the menu or mode action and instead depends on ACTION_STD_MENU,
19:15:54Bilgusyou'll have to look in the fm source to see what it is looking for
19:17:07Bilgusit'll have get_action(hz .... and a big old case statement
19:22:06lebelliumok now virtualbox won't even let me connect the USB device anymore. Too many connects/disconnects today
19:22:18lebelliumI'm fed up with all that, I give up
19:22:22lebelliumthanks for your help
19:22:59pamauryI just looked at the logs, what is the problem?
19:23:27pixelmawhat is FM_MODE used for? Trying to remember if it is something that is only used on "many button" targets and is put into the menu on the others (which then should have a define which of the two keymap versions should be used). Just throwing out ideas without even looking at a target or so, just because I remember such things exist in a few places
19:24:04lebelliumpamaury: I can't get ACTION_FM_MODE work on NWZ-A10. It should switch between preset and scan mode (only if at least one preset is added)
19:25:05pamauryhave you made sure that FM_MODE is defined in radio.c ?
19:26:30pamauryI don't recall particularly looking at the radio keep for NWZ since no NWZ had radio before, it might be that your keymap works but radio.c ignores because it thinks there is no button for it (yeah radio.c is crazy)
19:27:34Bilgusthe whole action system is crazy it has a lot of moving parts
19:28:28lebelliumradio.c is not easy to read for me. There are some CONFIG_KEYPAD for some targets and obviously NWZ are not there
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19:30:15pamaurylebellium: looking at radio.c now, there should either be an entry for the NWZ keymap at the top, or it should be added to the list of the existing one
19:30:20pamaurybased on what the keymap supports
19:30:44pamauryfor example you could add the NWZ to the list there:
19:31:40lebelliumbut then why do all other functions work (ACTION_FM_MENU, ACTION_FM_PLAY, ACTION_FM_STOP etc) without any NWZ entry in radio.c
19:31:49lebelliumwe would need it just for ACTION_FM_MODE?!
19:32:01Bilguspamaury is there any reason we couldn't automate that a bit like either on if it is defined in the keymap or a big bit flag define?
19:32:15pixelmalebellium: the Ondio keymap also doesn't define an ACTION_FM_MODE, I don't know if you need to switch it on or off at a different place (and wehre that would be)
19:32:23Bilguslebellium they probably fall through to std actions
19:32:24pixelmawhere too
19:35:37pamauryBilgus: don't ask me, I never touched radio.c :)
19:35:46pamaurybut yeah I think this could be simplified quite a lot
19:36:42pamaurybut the problem is that I suspect those defines were put there to reduce code size when features at not needed
19:37:11Bilgussure but i could still be done at compile
19:37:23pamauryBilgus: what do you have in mind?
19:40:01BilgusI'm thinking you can't do it on the actual actions since they are already defined but instead do it on a big bit flag FM_MODE = FM_ALL ... FM_MODE = FM_MENU | FM_MODE | FM_SEEK it'd probably still have to be in the key map but at least it'd be together
19:40:47BilgusI'm not a big fan of external scripts but it could also be parsed from the keymap
19:40:47pamauryit seems to be the entire FM_MENU, FM_MODE and all could be remove, just compile the code unconditionally, unless it *really* saves a lot of space
19:41:51BilgusI'm sure there is a specific target that needs it removed but ....
19:44:10pixelmameh, you can probably remove the FM_RECORD stuff for swcodec because only hwcodec targets with radio can record from the fm screen
19:44:54pixelmaswcodec targets with radio record fm from the recording screen (source set to radio)
19:46:10Bilguswe could switch it to #ifndef REMOVE_FM_MODE etc and put it back on the individual targets
19:46:44pamaurywould it be useful to #error for targets that don't define *any* of the FM_* ? This would avoid the current situation where someone struggles to make it work only to realize it was ignored?
19:47:49Bilgusbetter than nothing
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19:53:41Bilguswhats the chances of 1674 ever getting pushed I somehow doubt its ever going to have enough testing sitting on gerrit
19:54:42pamauryif you are confident that's a good rework, we can push it and see what breaks ;)
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19:56:02lebelliumpamaury: what's the target name I should put in there? (CONFIG_KEYPAD == SONY_NWZ_PAD)?
19:56:30BilgusI'll fix whatever breaks but it only actually changes one thing as far as the action system functionality goes
19:58:52Bilgusor CONFIG_KEYPAD == SONY_NWZ_PAD
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20:10:13Bilgusyeah I'm pretty confident in 1674 I added back the ifdef for the bootloader jic
20:20:57pamauryBilgus: have you tested 1674 on touchscreen? (in simulator)
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20:21:33Bilgusbeyond compiling it no I can try it though
20:22:22pamauryI think you should try it at least to make sure it works, then we can push it, and then you fix the issues than come up ;)
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21:01:31BilgusPamaury I tested the xfi2 it seems to have the same functionality as without I'm guessing that target uses the 3x3 grid can you think of any off the top of your head that do touchscreen presses by coords?
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21:03:49pamauryBilgus: touchscreen targets support both 3x3 and coord, it's a setting
21:04:02pamaury(but it's 3x3 by default)
21:04:16Bilgusah ok cool
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21:05:20Bilgusyes works as expected
21:09:35Bilgusspoke too soon does the file menu revert back to 3x3 mode?
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21:11:16pamauryBilgus: screens that don't implement coord code revert to 3x3
21:11:22pamauryI don't know about file menu
21:11:42Bilgusi'm checking it against the original
21:12:53lebelliumpamaury: I added (CONFIG_KEYPAD == PHILIPS_HDD6330_PAD) || (CONFIG_KEYPAD == SONY_NWZ_PAD)||\ to radio.c
21:13:12lebelliumand it says (CONFIG_KEYPAD == PHILIPS_HDD6330_PAD) || (CONFIG_KEYPAD == SONY_NWZ_PAD)||\
21:13:19lebelliummake: *** [/home/ubuntu/rockbox/A10/rockbox_build_keymaps_20171113/apps/radio/radio.o] Error 1
21:13:42Bilgusyeah it seems to work ok I was just a bit off on my presses the calibration setting seems to have recitified it
21:14:48pamaurylebellium: can you post the diff and a most precise error? Looks like you have an extra \ at the end of line?
21:14:55ofl_duo8ah screw this
21:15:15ofl_duo8to mount ubifs i have to recompile kernel
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21:17:30lebelliumpamaury: it was due to the ||\ at the end.
21:18:23lebelliumACTION_FM_MODE finally works!
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21:21:25lebelliumthank you all
21:21:38lebelliumpamaury: here the new keymapping if you agree
21:21:47Bilgusthat was all pamaury he remembered the exact reason
21:24:52pamaurylebellium: thanks, I'll push that
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21:36:21lebelliumpamaury: is it easy to activate RTC and some plugins like text viewer/editor?
21:36:26lebelliumon NWZ I mean
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21:38:00pamauryactivating plugins yes, assuming keymaps are done (i don't remember if they are), RTC would mean adding a driver, probably not hard but not done yet, I'll have a look
21:38:59pamaurylebellium: for plugins you can edit tools/configure and change plugins="" to plugins="yes" to try it
21:39:03lebelliumshould we define keymaps plugin by plugin?
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21:41:44pamaurylebellium: some plugins use actionlib and some don't, I think I did (crappy) keymaps for the E360 so they should work on NWZ when enabled
21:41:56lebelliumok, I'll check on A10
22:00:50lebelliumpamaury: plugins keymap are no that crappy, even fairly decent
22:01:10lebelliumI think it's good enough to activate plugins
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22:58:20pamauryah great, tuner doesn't work on older NWZ because Sony subtly changed the ioctl, great job Sony
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23:04:48***Saving seen data "./dancer.seen"
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23:49:34WilliamCThis is a bit unrelated but I'm using a AGPtek Rocker and I cannot get it recognized when I plug it into a USB cable

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