--- Log for 09.12.117 Server: orwell.freenode.net Channel: #rockbox --- Nick: logbot Version: Dancer V4.16 Started: 2 months and 9 days ago 00.11.54 Quit petur (Quit: Leaving) 01.12.57 Quit michaelni (Read error: Connection reset by peer) 01.13.25 Join michaelni [0] (~michael@213-47-41-20.cable.dynamic.surfer.at) 01.13.41 Quit ender` (Quit: Puritanism - the haunting fear that someone, somewhere, may be happy. — Henry Mencken) 01.17.07 *** Saving seen data "./dancer.seen" 02.04.00 Join MrBismuth [0] (~ArcMrBism@104-50-90-48.lightspeed.brhmal.sbcglobal.net) 02.04.17 # any happen to have installed the latest rockbox on a Sansa Zip Clip? 02.04.22 # and if so, did it go well? 02.34.03 Join alexweissman [0] (~alexweiss@c-68-50-12-70.hsd1.in.comcast.net) 02.38.19 # <__builtin> MrBismuth: hi 02.40.02 # <__builtin> this probably isn't the best place if you're looking for an unbiased opinion about rockbox 02.44.55 # <__builtin> if you have a specific question about installation we can probably help you more 03.17.08 *** No seen item changed, no save performed. 03.38.05 # Build Server message: 3New build round started. Revision e86ea6b, 273 builds, 13 clients. 03.51.45 # Build Server message: 3Build round completed after 820 seconds. 03.51.46 # Build Server message: 3Revision e86ea6b result: All green 03.55.22 Join krabador [0] (~krabador@unaffiliated/krabador) 03.59.03 Quit prg318 (Quit: ZNC 1.6.5 - http://znc.in) 04.00.11 Join prg318 [0] (~prg@deadcodersociety/prg318) 04.07.35 Quit _meg (Ping timeout: 240 seconds) 04.09.28 Join _meg [0] (~notsure@211.25.203.45) 04.14.38 Quit alexweissman (Remote host closed the connection) 04.15.12 Join alexweissman [0] (~alexweiss@c-68-50-12-70.hsd1.in.comcast.net) 04.15.28 Quit alexweissman (Read error: Connection reset by peer) 04.15.53 Join alexweissman [0] (~alexweiss@c-68-50-12-70.hsd1.in.comcast.net) 05.09.56 Quit alexweissman (Remote host closed the connection) 05.16.48 Join alexweissman [0] (~alexweiss@c-68-50-12-70.hsd1.in.comcast.net) 05.17.09 *** Saving seen data "./dancer.seen" 05.21.26 Quit alexweissman (Ping timeout: 260 seconds) 05.31.20 Join 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(pls@gateway/shell/elitebnc/x-ggvvzubfwpanibgx) 06.15.58 Join quaz0r [0] (~quaz@c-24-18-93-195.hsd1.wa.comcast.net) 06.15.58 Join CR0W [0] (narf@unaffiliated/em64t) 06.15.58 Join dongs [0] (~dongs@bcas.tv) 06.16.37 Join MrBismuth [0] (~ArcMrBism@2602:306:8325:a300:1426:998c:b44b:81fb) 06.30.20 Join TheSeven [0] (~quassel@rockbox/developer/TheSeven) 06.33.16 Join alexweissman [0] (~alexweiss@c-68-50-12-70.hsd1.in.comcast.net) 06.34.56 Quit TheSeven (Ping timeout: 255 seconds) 06.39.53 Join jhMikeS [0] (~jethead71@d192-24-173-177.try.wideopenwest.com) 06.39.53 Join puckipedia [0] (~puck@irc.puckipedia.com) 06.39.53 Join Slasheri [0] (~miipekk@rockbox/developer/Slasheri) 06.39.53 Join hicks_ [0] (~quassel@bernard.stupidbeard.uk) 06.39.53 Join __builtin [0] (~xray@rockbox/developer/builtin) 06.39.53 Join dovber [0] (~dovber@2600:8801:3180:19:beee:7bff:fee3:335f) 06.39.53 Join mmint [0] (~mmint@unaffiliated/mmint) 06.39.53 Join benedikt93 [0] (~quassel@unaffiliated/benedikt93) 06.39.53 Join 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data "./dancer.seen" 11.36.09 Join pamaury [0] (~pamaury@rockbox/developer/pamaury) 11.36.10 # <[Saint]> Presumably it will if you hold a button during plugging USB to stop it from enumerating or mounting. 11.36.44 # <[Saint]> If it doesn't then something interesting is happening. 11.39.31 # ok 11.55.00 Quit lukeoftheaura (Quit: Leaving) 12.17.52 Quit prof_wolfff (Ping timeout: 248 seconds) 12.18.26 Join prof_wolfff [0] (~castor@137.red-88-14-72.dynamicip.rima-tde.net) 12.44.57 Join robertd1 [0] (~root@186-88-142-98.genericrev.cantv.net) 12.49.38 Quit robertd1 (Client Quit) 12.50.30 Join robertd1 [0] (~root@186-88-142-98.genericrev.cantv.net) 12.54.39 Quit prof_wolfff (Ping timeout: 248 seconds) 12.55.00 Quit SammysHP (Quit: *wuff*) 12.55.28 Join prof_wolfff [0] (~castor@115.red-88-13-244.dynamicip.rima-tde.net) 12.58.16 Join SammysHP [0] (~SammysHP@faol.sammyshp.de) 12.58.22 Quit robertd1 (Quit: Leaving.) 12.58.31 Join robertd1 [0] (~root@186-88-142-98.genericrev.cantv.net) 12.59.02 Quit robertd1 (Client Quit) 12.59.16 Join robertd1 [0] (~root@186-90-60-46.genericrev.cantv.net) 13.12.55 Quit prof_wolfff (Ping timeout: 255 seconds) 13.17.18 *** Saving seen data "./dancer.seen" 13.25.31 Quit dys (Ping timeout: 240 seconds) 13.26.45 Join dys [0] (~dys@tmo-103-2.customers.d1-online.com) 14.17.51 Quit dys (Ping timeout: 248 seconds) 14.23.40 Join dys [0] (~dys@tmo-099-148.customers.d1-online.com) 14.32.45 Quit ZincAlloy (Quit: Leaving.) 14.59.02 Quit PurlingNayuki (Ping timeout: 246 seconds) 15.17.20 *** Saving seen data "./dancer.seen" 15.41.01 Join jhMikeS [0] (~jethead71@d192-24-173-177.try.wideopenwest.com) 15.53.01 Join copper [0] (~copper@unaffiliated/copper) 15.58.05 Quit copper (Quit: ZNC - http://znc.in) 16.00.20 Join copper [0] (~copper@unaffiliated/copper) 16.07.19 Quit copper (Quit: ZNC - http://znc.in) 16.10.43 Join copper [0] (~copper@unaffiliated/copper) 16.41.35 Join ZincAlloy [0] (~Adium@ip1f12fa06.dynamic.kabel-deutschland.de) 16.49.47 Join smoke_fumus [0] (~smoke_fum@188.35.176.90) 16.50.48 Quit smoke_fumus (Client Quit) 17.00.42 Join shai [0] (~Shai@l192-117-110-233.cable.actcom.net.il) 17.01.29 Quit shai (Client Quit) 17.17.23 *** Saving seen data "./dancer.seen" 17.32.44 # <__builtin> I want to test duke on something that's not ipod6g 17.32.44 Quit _meg (Ping timeout: 268 seconds) 17.32.54 # <__builtin> anyone have such a device that's willing to test? 17.36.05 Join _meg [0] (~notsure@211.25.203.45) 17.37.51 # I can try in a few minutes or so 17.42.35 # <__builtin> I can provide a build if you wish 17.42.41 # <__builtin> what target? 17.42.51 Join petur [0] (~petur@rockbox/developer/petur) 17.47.57 # <__builtin> jhMikeS: by the way, enabling everything in vuprintf.c results in an error about ptrdiff_t being undeclared 17.48.11 # <__builtin> you might need a #include , I'm guessing 17.51.52 # gigabeatS, provide all the trimmings too 17.52.51 # hmmm....it hadn't complained in the test program and it wasn't enabled for target yet so it didn't come up 17.53.12 # you must've added it 17.56.45 # <__builtin> yes, I did 17.57.59 # <__builtin> building now... 18.09.58 # do I have to get any game files? 18.10.12 # <__builtin> I'll include the demo files in the zip 18.10.45 # <__builtin> I doubt that this is gonna work on the first try, though 18.13.02 # <__builtin> there are probably all sorts of alignment issues that have gone unnoticed on the 6G 18.16.25 # why would they? is it v6 arm like gbs? 18.17.08 # <__builtin> different CPU flags, I suppose 18.17.26 # <__builtin> CR0 flags come to mind 18.18.20 Quit robertd1 (Ping timeout: 240 seconds) 18.19.16 Join robertd1 [0] (~root@186-90-60-46.genericrev.cantv.net) 18.22.25 # <__builtin> alright, building the zip now 18.24.51 # export MAKEFLAGS+=--jobs=$(nproc) :) 18.25.25 Quit robertd1 (Ping timeout: 260 seconds) 18.25.40 # <__builtin> jhMikeS: check PM 18.26.18 # <__builtin> install and run Demos > sdl.rock 18.30.52 # it's running. the keys seem...a bit awkward 18.31.07 # <__builtin> yeah, those didn't get much thought 18.31.07 Join robertd1 [0] (~root@186-90-60-46.genericrev.cantv.net) 18.31.13 # <__builtin> sound? 18.31.38 # yes 18.32.16 # <__builtin> does the sound lag with large numbers of enemies? (try max skill level) 18.32.43 # it lags and skips badly. 18.33.07 # and channel swaps because I'm guessing it's underrunning the hardware 18.33.38 # screen got garbled 18.33.51 # <__builtin> on the menu or in the game? 18.34.39 # in the game 18.34.39 # <__builtin> I know the menus can get garbled, but I haven't seen it during gameplay 18.35.02 # <__builtin> hmm, does it crash? 18.35.13 # it didn't crash 18.35.44 # <__builtin> so it continues responding to input, but the screen looks weird? 18.36.13 # yeah 18.36.19 # I exited normally 18.36.31 # <__builtin> hmm, you didn't change the Video Detail to low, did you? 18.36.55 # I don't think I changed any settings 18.37.50 # <__builtin> run it again and ensure it's on high detail (Options > Setup Video > Detail); I know setting it to low can garble the screen 18.37.51 # sounds is choppy everywhere 18.38.12 # somehow I did end up setting it to low trying to find the correct keys 18.38.33 # <__builtin> ok, that's good 18.38.47 # <__builtin> (that bug is present in the original source port) 18.39.27 # <__builtin> try disabling sound but leave music alone enabled and see how that sounds 18.44.16 # it's silent now 18.44.38 # <__builtin> agh, I didn't include the midi files for music to work 18.45.24 # <__builtin> my bad, let me remember what I did 18.52.22 # so far, I wouldn't call it playable. besides, it needs screen rotation 18.52.51 # <__builtin> why not? 18.53.45 # sound is not up to snuff and the frame rate seem low, and this is on the fast native target 18.54.15 # <__builtin> yeah, I'll admit that the sound is a bit of a hack 18.54.25 # <__builtin> what's the average framerate with and without sound? 18.54.39 # weird, it seem slow but the DVFS logging doesn't show much CPU scaling activity 18.55.21 # It's not even causing it to get above 132MHz. I thought it would be pushing it to 264 or 528 but it isn't 18.55.37 # <__builtin> there's an option to show FPS 18.56.34 # I can also lock it to 528 and see what happens 18.56.48 # <__builtin> that sounds pretty odd to me as well 18.56.54 # <__builtin> it runs very decently on ipod6g 18.57.50 # <__builtin> you have the resolution option in the game set to the actual device resolution, right? 18.58.01 # I can barely read it but it says "10" I think 18.58.06 Quit robertd1 (Quit: Leaving.) 18.58.07 Join robertd11 [0] (~root@186-90-60-46.genericrev.cantv.net) 18.58.15 # <__builtin> otherwise the SDL scaling will kick in and eat cycles 18.58.44 # it's not even tripping the hardware into increasing the CPU frequency 18.59.19 # and it's has to scale the screen because there's no rotation for portrait, unless I missed something 19.00.04 # <__builtin> there is no rotation, but it shouldn't have to scale 19.00.26 # <__builtin> is Options > Setup Video > Resolution at the native res? 19.01.32 # it won't matter but I'll try it 19.02.15 # <__builtin> it actually will; if it's not, the SDL layer will have to scale 19.03.13 # ok, nvm, I was wrong. it's doing 60. 19.03.38 # <__builtin> heh, nice :) 19.03.58 # <__builtin> sound now? 19.04.02 # yeah but the scaling wasn't actually causing a cpu load increase so there's more wrong with the scaling 19.04.49 # <__builtin> the scaling really should never be used 19.05.22 # <__builtin> the game should automatically set the SDL video mode to the screen resolution, and it will be unscaled 19.06.41 # <__builtin> it seems like it's not doing that, for some reason 19.07.08 # this thing should probably run fine even if scaling 19.07.39 # <__builtin> the scaling code is hugely inefficient and largely irrelevant for duke 19.07.40 # the sounds still isn't perfect either 19.07.50 # <__builtin> better than before, though? 19.07.55 # yes 19.08.36 # <__builtin> looks like the code doesn't automatically set the correct resolution; it only makes it an option 19.08.48 # I'd like to see the current cpu frequency when playing so I can verify my suspicions. just draw it on top of the screen 19.09.30 # verify or contradict, whichever 19.10.03 # <__builtin> you want me to add that? 19.10.10 # if it's doing too much sleeping an not accounting for frame rendering duration in any delays, it might behave that way 19.10.12 # yeah 19.10.38 # <__builtin> ok 19.12.02 # <__builtin> so just displaying *rb->cpu_frequency ought to work? 19.12.03 # this target can decode ape c5000 in realtime and decode MPEG video at over 100FPS, it ought to scale some damn bitmap pretty quickly 19.12.28 # yeah, write some text over the frame after it draws it so it stick long enough to see 19.15.12 # <__builtin> ok, built a new one 19.15.23 # <__builtin> uploading it now 19.16.37 # <__builtin> it should display the frequency when "show FPS" is enabled 19.17.24 *** Saving seen data "./dancer.seen" 19.18.06 Quit ernestask (Quit: ernestask) 19.19.51 # A better approach might be suffix SDL plugins with sdl or something and invoke the SDL plugin as a viewer to load them 19.30.19 # well, I guess it is working (barely readable) 19.31.06 # SDL scaling must be awful then 19.31.24 # <__builtin> I never wrote it for speed 19.31.54 # it is still scaling isn't it? 240x320? 19.32.07 # <__builtin> not when it's native 19.32.24 # everything is squished in the horizontal 19.32.40 # <__builtin> the game is rendering it like that, I think 19.32.53 # <__builtin> SDL isn't scaling it after it's been rendering 19.33.26 # <__builtin> what happens is that the game renders it at whatever resolution you have set in the game options, and then SDL takes that bitmap and scales it if needed 19.33.28 # gotta do rotation of screen and keys for portrait LCDs 19.33.43 # <__builtin> duly noted. 19.34.31 Quit robertd11 (Ping timeout: 255 seconds) 19.35.17 # what file has scaling code, btw? 19.36.03 # <__builtin> http://gerrit.rockbox.org/r/#/c/1664/15/apps/plugins/sdl/src/video/rockbox/SDL_rockboxvideo.c 19.36.57 # <__builtin> but like I said, it should ideally never be used 19.36.58 Join robertd1 [0] (~root@186-90-60-46.genericrev.cantv.net) 19.36.59 # ouch, SDL uses lookup tables for audio saturation, dear god 19.37.44 # <__builtin> since the game can render at whatever resolution you tell it to, it doesn't make sense to scale 19.38.36 # <__builtin> I'll see what I can do about rotation 19.39.05 # did I miss something? I don't see bitmap scaling there unless it's in the core now 19.39.31 # <__builtin> look around line 450 19.39.45 # <__builtin> it checks if the SDL screen size is native or not 19.39.50 # <__builtin> and scales if needed 19.40.59 # oh, I was looking at a different version of the file 19.42.11 # it could still be way better using incremental division 19.42.39 # <__builtin> what do you mean? 19.43.26 # basically bresenham in 2d, like mpegplayer's video frame preview. I think the core bitmap scaler does it as well. 19.44.05 # just addition and subtraction 19.44.28 # <__builtin> ah, this uses simple_resize_bitmap() in pluginlib 19.45.32 # <__builtin> the scaling really isn't meant to be used, though 19.45.34 Quit robertd1 (Ping timeout: 255 seconds) 19.45.45 Join robertd1 [0] (~root@186-88-142-98.genericrev.cantv.net) 19.45.54 # <__builtin> just have the game run at the screen resolution and save some cycles 19.49.20 # I'm missing a lot since I've got other stuff going on. I see that function isn't that bad. It's probably not the scaling that's slowing it down. 19.57.53 # <__builtin> it runs at 60FPS, right? 20.00.26 Join prof_wolfff [0] (~castor@81.red-88-14-72.dynamicip.rima-tde.net) 20.02.01 # barely 20.02.11 # pegging 528MHz 20.03.42 # <__builtin> well, what's the problem then? 20.03.46 # it falls below at times 20.04.08 # <__builtin> how low? 20.04.43 # low to mid 50s 20.04.55 # <__builtin> also, when you start duke, does it say it's caching the GRP in RAM? 20.05.27 # caching complete GRP in RAM 20.05.37 # <__builtin> ok, good 20.05.50 # it's only 10MB, this has 64MB 20.06.08 # <__builtin> I'd say that 50FPS isn't bad at all 20.08.06 Join CrashBash-Kun [0] (~CrashBash@unaffiliated/crashbash-kun) 20.08.41 # not bad. there's probably real benefit in some architechtural optimization in places. This target is literally a best case for a DAP. 20.09.06 # <__builtin> yeah, I agree 20.09.43 # <__builtin> I'm not sure whether to try and merge this 20.11.26 # the last time I ran it the monsters were hovering two stories above the street 20.12.09 # <__builtin> they have jetpacks ;) 20.12.10 Join krabador [0] (~krabador@unaffiliated/krabador) 20.33.25 # Today GBS was messing with me of all days. Nearly always when it scales to 528 and it runs that was for awhile, you'll see voltage scaling counts in the hundred. Today it happened to be running at just the right temp to be barely touching the CPU voltage and not incrementing the DPTC scaling counts. 20.34.28 # <__builtin> ah, so I can blame the weather? :) 20.35.54 Part robertd1 20.40.59 # It would seem so 20.43.43 # <__builtin> sound still skips, right? 20.45.09 # There were a couple breaks. Were they possibly just a short moment when no sound is being played? 20.46.01 # <__builtin> does it happen more often when there are more sounds playing? 20.46.49 # I didn't observe that but I didn't really consciously check either 20.47.06 # <__builtin> see if having more enemies around makes a difference 20.47.27 # <__builtin> i.e. compare sound quality on lowest vs. max skill level 20.50.51 # no drops that time and lots of sounds 20.51.19 # <__builtin> hmm, ok 20.51.28 # <__builtin> seems like you're just hearing the blank spaces then 20.52.01 # <__builtin> I remembered how to make music work 20.53.56 # <__builtin> basically you just need to copy over a timidity config directory (with patchset) to /.rockbox/timidity/ 20.57.42 # <__builtin> jhMikeS: extract https://www.fwei.tk/pub/dukemidi.zip to /.rockbox/ 20.58.02 # <__builtin> you should end up with a /.rockbox/timidity/timidity.cfg file afterwards 20.58.16 Quit ZincAlloy (Quit: Leaving.) 20.58.17 # <__builtin> and music should work :) 20.58.54 Join ZincAlloy [0] (~Adium@2a02:8108:8b80:1700:c5d8:b3f3:4f64:3f86) 21.04.38 # highest level and midi going, no breaks 21.04.51 # <__builtin> yay 21.07.14 # It drops into the 20s for FPS briefly though 21.07.43 # <__builtin> when? 21.07.59 # when the action kicks up 21.08.16 # <__builtin> might be the sound slowing things down again 21.08.26 # <__builtin> try disabling sound and repeat the same action 21.08.49 # all sounds ? 21.08.57 # <__builtin> you can leave music on 21.09.16 # <__builtin> it has little performance impact 21.13.39 # a few fps better 21.14.15 # <__builtin> still drops a lot, though? 21.14.31 # doesn't drop sound 21.15.32 # <__builtin> wait, didn't you disable sound? 21.15.37 # yes 21.15.42 # the midi keeps going 21.15.45 # no breaks 21.15.47 # <__builtin> ah, ok 21.16.02 # <__builtin> you confused me when you said sound 21.16.12 # <__builtin> sound != music in this case 21.16.51 # PCM 21.17.26 *** Saving seen data "./dancer.seen" 21.17.27 # number of critters and rasterizing size seem to matter the most 21.17.45 # <__builtin> 20FPS is still playable, no? 21.24.30 # yes. it's not very noticeable, surprisingly. but it's a tiny screen with funky controls 21.24.57 # <__builtin> I've almost got rotation working here 21.25.18 # along with the keypad rotation? 21.25.31 # <__builtin> yeah 21.26.25 # also, right now, I've got to use vol+ to select and the hold switch (literally a switch) to go back. there's a back button on GBS btw 21.27.10 # <__builtin> I'll admit the keymaps are hardly optimal; what changes do you suggest? 21.27.27 # are you supposed to be able to move in reverse? pushing down make him jump 21.27.40 # <__builtin> by default, no 21.27.44 # <__builtin> jump is mapped to down 21.27.51 # <__builtin> though you can remap it in-game if you wish 21.30.49 # for this target: UP=forward,LEFT=left,RIGHT=right,DOWN=jump/back,WINDOW KEY=menu,PLAY on side=fire,SELECT=select menu item. perhaps vol- =jump 21.31.29 # if there's a weapon select, make that vol+ 21.31.36 # <__builtin> ok, one second 21.31.47 # * jhMikeS needs to see the actual key map names 21.32.13 # <__builtin> the keymap is in apps/plugins/lib/keymaps.h 21.32.52 # <__builtin> The SDL port is platform-agnostic when it comes to buttons. It mostly relies on that file to provide it with a standard set of buttons, which it then maps 21.33.45 # I see it doesn't understand some keys at all. I tried to set jump to vol- and it doesn't even see it. 21.34.19 # <__builtin> yeah, I should probably flesh out the keymaps some more 21.35.06 # <__builtin> basically SDL cares about 6 keys on the beast: u/d/l/r + menu + volume up 21.35.58 # eek, it has 13 not including the hold switch (which should be only that) 21.37.06 # button hold as anything but hold is weird 21.37.36 # <__builtin> it was developed with exclusively the ipod6g in mind 21.38.32 # crap, I have some weird bitmap on the screen and it's not going away so that I can see menus 21.39.06 # <__builtin> in duke? 21.39.09 # yeah 21.39.47 # <__builtin> what's it look like? 21.40.39 # black with swirls all over it. menus are still going and I managed it blind 21.41.02 # <__builtin> ah, I'm aware of that happening 21.41.21 # <__builtin> seems to happen randomly afaik 21.41.32 # <__builtin> I haven't bothered to track it down yet 21.44.02 # <__builtin> heh, so rotation "works", but everything is backwards 21.44.25 # <__builtin> I'll fix it and send you a build 21.47.22 # I own mirrors 21.49.58 # <__builtin> probably wouldn't be the best UX 21.54.23 # <__builtin> ok, I got it figured out 21.55.29 # <__builtin> check PM for link 21.56.03 # <__builtin> (it doesn't have the keymap changes you mentioned, though) 22.00.38 # it seems the problem was the menu just not drawing 22.01.31 # <__builtin> I'll eventually decide to track it down, but for now, it's not too annoying 22.07.00 # now the fps is about 1/2 to 2/3 of what it was 22.08.25 # stuff is readable though 22.10.19 # <__builtin> it shouldn't be that bad 22.10.31 # <__builtin> 50-60% framerate hit> 22.10.34 # <__builtin> *? 22.14.01 # no, 1/3 to 1/2 framerate hit 22.14.14 # <__builtin> ah, ok 22.14.27 # <__builtin> still, that's a lot 23.10.49 # Build Server message: 3New build round started. Revision c1a01be, 273 builds, 14 clients. 23.17.30 *** No seen item changed, no save performed. 23.25.24 Join lebellium_ [0] (~hexchat@89-93-177-206.hfc.dyn.abo.bbox.fr) 23.27.50 # Build Server message: 3Build round completed after 1021 seconds. 23.27.51 # Build Server message: 3Revision c1a01be result: 0 errors 63 warnings 23.28.45 Quit lebellium (Ping timeout: 260 seconds) 23.35.17 # wodz (logs): after hours of googling, I found out why the ingenic TLB was not behaving as expected 23.36.20 # By default, pagemask writes are ignored (ie it is hardwired to 0) and EntryLo1 writes are mostly ignored: EntryLo1 only stores the "D" bit, the rest is derived from EntryLo0 by adding 4K to the PFN. 23.36.20 # Build Server message: 3New build round started. Revision 65515f3, 273 builds, 14 clients. 23.36.43 # BUT, if one writes 0xa9000000 to CP0 register 5, select 4, then it seems to switches to the standard mode !!! 23.37.12 # I have no idea what this value is and what register 5, select 4 does, but I found out thi piece of magic here: https://github.com/IngenicSemiconductor/X-BOOT-WARRIOR/blob/421804a3c73bf116567cf8c89cb08dcd4d8dd6ba/boot/common/tlb.c 23.50.12 # Build Server message: 3Build round completed after 833 seconds. 23.50.13 # Build Server message: 3Revision 65515f3 result: 0 errors 1 warnings