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9206 | Bugs | Font/charset | Very Low | The number of characters included in the Sazanami-Minc... | 2008-07-19 | Yoshihisa Uchida | 2011-04-19 | 18 |
Task Description
The Sazanami-Mincho-Regular-*.fnt includes 7128 characters. However, there are about 7500 character not included in the Sazanami-Mincho-Regular-*.fnt though it is included in the sazanami-mincho.ttf font (This font is a font that became an origin when the Sazanami-Mincho-Regular-*.bdf font is made).
Please look at “List.txt” file about the character not included in the Sazanami-Mincho-Regular-*.fnt.
The cause of this problem is in “fontForge”(http://fontforge.sourceforge.net) used when the bdf file is made from the ttf file.
When the bdf file was made by using ”Otf2bdf”(http://www.math.nmsu.edu/~mleisher/Software/otf2bdf/) instead of “fontForge”, all characters included in the ttf file were able to be taken out.
However, when you make the Sazanami-Mincho-Regular-*.fnt by using Sazanami-mincho-Regular-*.bdf that applies the patch, The interval between the line and the line opens from present Sazanami-Mincho-Regular-*.fnt a little.
Please report by using new Sazanami-Mincho-Regular-*.fnt(in new-Sazanami-Mincho-Regular-fonts.zip).
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9060 | Patches | Font/charset | Very Low | WenQuanYi Bitmap Song fonts | 2008-05-31 | William Poetra Yoga Hadisoeseno | 2008-05-31 | 14 |
Task Description
This font is part of the WenQuanYi Project at [1]. It’s in Chinese, but there’s an english page at [2]. This font is similar to the WenQuanYi Unibit font (FS#9059) and focuses mostly on ASCII and CJK, but I’m also posting this font for inclusion because this one has different point sizes, like for example the nimbus, Sazanami and ProFont fonts already included in Rockbox. With the different point sizes, especially lower point sizes, this font is great for small screens such as my iPod Nano.
I’m attaching some screenshots of this font under various point sizes and weights. I’ve also taken screenshots with the simulator to show how it would look like in Rockbox.
Additionally, this font is available from the original website at [3]. There is also an online README file at [4]. The source BDF files are available from the project’s SourceForge page at [5], and the BDF files I’m attaching come from the source package at [6].
According to the project[4], this font is a derivation of older free fonts and enhanced with bitmaps made by online users. As such, it is licensed under the GPLv2 with a font embedding exception[4]:
[quote] ** GPL v2 license with font embedding exception:
As a special exception, if you create a document which uses this font, and embed this font or unaltered portions of this font into the document, this font does not by itself cause the resulting document to be covered by the GNU General Public License. This exception does not however invalidate any other reasons why the document might be covered by the GNU General Public License. If you modify this font, you may extend this exception to your version of the font, but you are not obligated to do so. If you do not wish to do so, delete this exception statement from your version. [/quote]
It’s up to Rockbox developers whether to strip off this exception. Either way, the font is compatible with Rockbox’s license (GPLv2).
Links: [1] http://www.wenq.org/ [2] http://wqy.sourceforge.net/cgi-bin/enindex.cgi [3] http://www.wenq.org/index.cgi?BitmapSong [4] http://www.wenq.org/index.cgi?Hero_README [5] http://sourceforge.net/projects/wqy/ [6] http://downloads.sourceforge.net/wqy/wqy-bitmapfont-bdf-gb18030-0.9.9-0.tar.gz?modtime=1194227675&big_mirror=0
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9059 | Patches | Font/charset | Very Low | WenQuanYi Unibit font | 2008-05-31 | William Poetra Yoga Hadisoeseno | 2008-05-31 | 3 |
Task Description
This font is part of the WenQuanYi Project at [1]. It’s in Chinese, but there’s an english page at [2].
I’m adding this font because: 1. Currently there is no good Chinese font for Rockbox. 2. The best Chinese font (unifont) has unevenly sized Chinese characters, while this font has uniformly sized Chinese characters.
The attachments contain screenshots of the simulator, to show how this font would look like on the iPod Nano. I’ve also attached a screenshot using the Unifont font to show the uneven sizes of Chinese characters, for comparison. I don’t know about other languages, but I’d think other CJK languages work better in this font as well, due to the merging of WenQuanYi Bitmap Song.
According to the project[3], this font is made by combining the GNU Unifont (GPL), WenQuanYi Bitmap Song (GPL) and Fixed-16×8 (Public Domain) fonts. The maintainer of GNU Unifont also acknowledges this fact at [4].
This font is licensed under the GPLv2 with a font embedding exception[3]:
[quote] ** GPL v2 license with font embedding exception:
As a special exception, if you create a document which uses this font, and embed this font or unaltered portions of this font into the document, this font does not by itself cause the resulting document to be covered by the GNU General Public License. This exception does not however invalidate any other reasons why the document might be covered by the GNU General Public License. If you modify this font, you may extend this exception to your version of the font, but you are not obligated to do so. If you do not wish to do so, delete this exception statement from your version. [/quote]
I don’t mind either way, but it would be up to Rockbox developers whether to strip off this exception. And either way, the font is compatible with Rockbox’s license (GPLv2).
The font I’m attaching is a modified version (and only the bdf); you can download the original version from [5]. My modification is:
— wqy-unibit.bdf.orig 2008-06-01 04:47:36.839752214 +0800 +++ wqy-unibit.bdf 2008-06-01 05:01:51.031748178 +0800 @@ -64,7 +64,7 @@ CHARSET_ENCODING “-1” CHARSET_COLLECTIONS “ASCII ISO8859-5 GB2312.1980 BIG5-0 KSC5601.1989-0 JISX0208.1997 ISO10646-1” ENDPROPERTIES -CHARS 46443 +CHARS 46444 STARTCHAR uni0000 ENCODING 0 SWIDTH 500 0
This is because convbdf will emit a warning “Warning: DWIDTH spec > max FONTBOUNDINGBOX” when converting the font. This is because there are actually 46444 STARTCHAR entries, but only 46443 glyphs – the character “mu” is encoded as 181 and 956, with the exact same glyph. The generated .fnt file is exactly the same with or without my modification.
Additionally, this font is quite big so it’s a bit big on the screen of the iPod Nano. But it would be great on larger screens. Please take a look at the screenshots in the attachments.
Links: [1] http://www.wenq.org/ [2] http://wqy.sourceforge.net/cgi-bin/enindex.cgi [3] http://www.wenq.org/index.cgi?Unibit_README [4] http://www.unifoundry.com/unifont.html [5] http://downloads.sourceforge.net/wqy/wqy-unibit-bdf-1.1.0-1.tar.gz?use_mirror=osdn
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8877 | Patches | Font/charset | Very Low | DejaVu-based fonts | 2008-04-12 | Ori Avtalion | 2008-04-12 | 4 |
Task Description
I created the following fonts from DejaVuSans.ttf using ttf2bdf.
I use them as an alternative for unifont, which is fixed-width.
Attached are a screenshot and a tarball with 8 to 12pt versions of the font. Perhaps they could be included in the official distribution, if others like them.
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12831 | Bugs | Games | Very Low | Menu key mapped to close Chip8 | 2013-02-25 | Hashtag | 2013-02-25 | |
Task Description
The MENU key is mapped to close the Chip8 emulator, so mapping it to a Chip8 key is pointless. This makes some games unplayable. This may affect other iPod models, I don’t know.
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12746 | Bugs | Games | Very Low | RockDoom Crashes on iPod Classic/6G | 2012-09-02 | Franklyn | 2014-04-30 | |
Task Description
When trying to start RockDoom on the iPod Classic, Doom appears to load normally until the iPod crashes and says "Prefetch abort at 71D0BF24 FSR (domain 0, fault 5)". Build ver. 8abdd9b-120902
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12727 | Bugs | Games | Very Low | calc_strength is Buggy in Plugin Superdom | 2012-08-12 | Uwe Schächterle | 2012-08-12 | |
Task Description
If you add a tank or a plane on a field the strenght does not increase at any time ( as expected ). E.g. place a tank on a field with a farm.
The Bug is located in superdom.c in lines 438 - 457
static int calc_strength(int colour, int x, int y) {
int a, b, score=0;
for (a = -1; a < 2; a++) {
for (b = -1; b < 2; b++) {
if ((b == 0 || a == 0) &&
(board[x + a][y + b].colour == colour)) {
score += 10;
if(board[x + a][y + b].tank || board[x + a][y + b].farm) // <-- this is the BUG
score += 30;
if(board[x + a][y + b].plane || board[x + a][y + b].ind) // <-- this is the BUG
score += 40;
if(board[x + a][y + b].nuke)
score += 20;
if(board[x + a][y + b].men)
score += (board[x + a][y + b].men*133/1000);
}
}
}
return score;
}
The Bug should be fixed by using this lines instead :
static int calc_strength(int colour, int x, int y) {
int a, b, score=0;
for (a = -1; a < 2; a++) {
for (b = -1; b < 2; b++) {
if ((b == 0 || a == 0) &&
(board[x + a][y + b].colour == colour)) {
score += 10;
if(board[x + a][y + b].tank)
score += 30;
if(board[x + a][y + b].farm)
score += 30;
if(board[x + a][y + b].plane)
score += 40;
if(board[x + a][y + b].ind)
score += 40;
if(board[x + a][y + b].nuke)
score += 20;
if(board[x + a][y + b].men)
score += (board[x + a][y + b].men*133/1000);
}
}
}
return score;
}
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11930 | Patches | Games | Very Low | Bomberman | 2011-02-12 | Lev Panov | 2011-02-12 | 2 |
Task Description
Bomberman like game with ai. Not finished yet - lots of bugs and things to be done are known :) Tested on Cowon D2 and also on some simulators with the same screen size (will work on other screen sizes too, but not now). Somebody test it on iPod Video and on Zen Vision:M please. Any suggestions greatly appreciated! Hope the patch will work…
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11545 | Patches | Games | Very Low | Chopper improvements | 2010-08-16 | Michael Marley | 2010-08-26 | 2 |
Task Description
This patch contains several improvements to the Chopper game designed to make it run with a high framerate instead of a low, jerky one. Previously, the game depended on sleeping for a number cycles before drawing another frame, causing very jerky motion. Now the game should run at a high framerate all the time. The gameplay should be about the same, at least on targets with a display of >64px. I don’t have any of these smaller targets, so I wasn’t able to test. Please tell me what you think of my changes.
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11356 | Patches | Games | Very Low | improvements for game "jewels" | 2010-06-05 | Michael Stummvoll | 2020-06-29 | 4 |
Task Description
preamble first :) I am new at the rockbox-project, so this is my first commit. I hope that I am right here with that. If not, please notify, and say, where somewhat would be better. Strictly speaking this is my first contribition to an opensource-project ever. I am a friend of OSS since years and now I want to give something back ;) I am thinking, rockbox is a nice project to get in the open source scene.
To get in the rockbox-project I tried to improve the jewels-game. First I changed the controls for the Sansa Fuse in the Simulator. The old controls are good for the real Fuse, but very unconfortable at simulator.
Then I wanted jewels to get more difficult with higher levels. To do so I changed it to start with 4 types of jewels only and get one more each three levels till they are 7 types.
Greetings, Michael
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11202 | Bugs | Games | Very Low | Rocboy isn't playable for Rom that have a size of more ... | 2010-04-15 | David trembley | 2010-04-15 | |
Task Description
When Playing with rockboy on sansa e200 V1 , Rom that have a size of more than 1m Bug and Rockbox often shutdown. And even if these roms run, the speed isn't playable.
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10990 | Bugs | Games | Very Low | block on the last top line grows with lines removal in ... | 2010-02-09 | Vladimir Homutov | 2017-05-01 | |
Task Description
There is bug in rockblox: when you manage to push block exactly to the top of the field, game neither finishes with error, neither continues normally. this block starts growing when you destroy lines in the bottom.
I've made small video and put in into youtube (sorry for bad quality and sharpness : http://www.youtube.com/watch?v=2gULp6yUms8
look into the left top and see what happens when lines are removed. bug is quite easy to reproduce. right side works like the left.
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10959 | Patches | Games | Very Low | Brickmania - Ball disappears. | 2010-02-03 | Bert Wooster | 2012-08-12 | 3 |
Task Description
Running “current build” r24477-100203 on Sansa e200 V1
Game Brickmania bug: The ball just disappears (often on Level 2, but maybe on others). Ball will just usually go to the top corner and not “bounce” back, but the game acts as if a ball is still alive (doesn’t register a lost ball) though there is no further movement on screen. I just have to quit the game.
The ball doesn’t bounce back. No further ball is issued. It just disappears and I can’t interact w/ the game anymore due to no active ball.
FIRST APPEARED: This began a few weeks ago (sorry I can’t be more specific), but has persisted in several “daily build” updates I’ve done and is in the current build I just installed.
REPRODUCIBLE: I reproduce the bug each time I just play through Brickmania. It generally happens in level 2 of the game though it may happen in subsequent levels– I don’t get through to them to see.
I’ve installed with rbuitil and manually, same thing happens. I have 2 different V1 e200s and it happens on both of them.
Thanks for all your work on the great Rockbox.
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10949 | Bugs | Games | Very Low | Rockboy Nano2g sound | 2010-01-31 | Alex | 2011-01-27 | |
Task Description
Sound in all games sounds like chirps or clicks that sounds kinda like the real music on the Nano2G.
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10631 | Patches | Games | Very Low | Spider (spider solitare) rework! | 2009-10-01 | Ben Basha | 2019-03-05 | 3 |
Task Description
Spider solitare game on easy level
uses solitare card suit
try it!
working on color and grayscale targets
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10600 | Patches | Games | Very Low | New Bubbles Background | 2009-09-11 | Will Hauck | 2009-09-13 | 1 |
Task Description
A new background image for bubbles that looks a lot better. Made using GIMP and images from frozen bubble.
Copy the attached file to ‘apps/plugins/bitmaps’.
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10481 | Bugs | Games | Very Low | Doom Gets a Data Abort Error | 2009-07-31 | Sendy Friedlander | 2010-05-24 | |
Task Description
On the Official Test Build for the Sansa Fuze, when playing Doom, in middle of playing, Rockbox gives a Data Abort Error. If it doesn't happen in middle of playing, it is always reproducible by entering the second Map. The most recent error i got is "Data Abort at 307B32D4". My Version is "r21704-090707".
It happened once just browsing through the Menu, but is only reproduced every time by playing Doom, which is why I filed it under Doom.
I will try to try a later revision and see if it fixes the bug.
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9571 | Patches | Games | Very Low | new plugin for AEG style for roll and keep style dice r... | 2008-11-22 | Tom Bogue | 2008-11-22 | 1 |
Task Description
This patch adds a new plugin called aegdice, which allows for AEG style (i.e. 5k3) dice rolling.
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9442 | Patches | Games | Very Low | FingersOfRock: DDR varient | 2008-10-02 | Tony Huynh | 2009-04-13 | 21 |
Task Description
FingersOfRock is a DDR variant where by arrows pass over the screen, and the player must press the corresponding buttons in time.
I don’t know how to use the cpu boost, so if someone has some time, please boost when the game begins and un-boost when it finishes.
It is called FingersOfRock from: FretsOfFire and rockbox.
For more details on the source of inspiration: http://en.wikipedia.org/wiki/Dance_Dance_Revolution
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9440 | Patches | Games | Very Low | Antibomb: Paratroopers varient | 2008-10-02 | Tony Huynh | 2009-02-07 | 10 |
Task Description
This is a variant of an the classic Paratroopers.
It lacks the particles, planes and stacking men. Instead of solders, They're just falling bombs.
For more details about the source of inspiration: http://en.wikipedia.org/wiki/Paratrooper_(video_game)
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9068 | Patches | Games | Very Low | [chessbox] Playing with touchpad | 2008-06-03 | André Twupack | 2009-10-13 | 3 |
Task Description
This patch adds more touchpad functionality to the game. It is possible to play by selecting the pieces directly instead of using the simulated buttons. The changes are: 1. Added touchpad_get_mode to the plugin API. 2. Added menu entry for touchpad devices the switch between button mode and direct mode. 3. The user’s default touchpad mode is save during start-up of the plugin and restored after quitting. 4. The direct input mode is set only during the game (not in menu or view). 5. Extended play loop to handle BUTTON_TOUCHPAD event. 6. A piece is selected by clicking twice on it, moving is also done by clicking the target field twice.
The patch has been tested on the COWON D2 and also seems to compile fine for devices w/o touchpad. The patch has been created with
svn diff -x -w apps > touch_chess.diff
in the root directory. It would be nice if someone could test this (also on non-touchpad devices) and give me some feedback (bugs and improvements).
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8647 | Patches | Games | Very Low | Amaze - 3D maze game plugin | 2008-02-26 | Jerry Chapman | 2009-09-04 | 17 |
Task Description
This is a 3D maze done in vector graphics. I ported David Leonard’s program, which was done with the curses library. Initially, I wrapped the curses functions he used in order to draw the maze with putsxy(). This code is not used at the moment, as the vector graphics are easily scaled and more pleasing. The only issue I see is with the user map, which may be harder to draw on a smaller screen. I developed this on the iPod Video.
This is my first attempt at an open source project, and is a refresher in C for me. I apologize for style. I have tried to make the code as clear as possible.
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8226 | Patches | Games | Very Low | Enable audio menu for pacbox; enable audio for ipod 5g ... | 2007-11-25 | Dave Hooper | 2009-03-03 | 9 |
Task Description
This patch puts the pacbox emulator onto the cop, leaving the main cpu for audio codec. The COP behaviour is controller by a #define in pacbox.h
If PACBOX_ON_COP is defined, then all iram usage is also turned off, to prevent interference with audio thread.
Additionally, this patch adds an Audio menu (using the playback_control library), which is enabled for all PACBOX_ON_COP and GIGABEAT F-Series builds.
Patch from directly within the apps/plugins/pacbox directory.
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8183 | Patches | Games | Very Low | The Case Game - (Deal or No Deal variant) | 2007-11-19 | Brian Morey | 2019-03-05 | 34 |
Task Description
The Case Game
Here is a variant of Deal or No Deal for Rockbox.
26 cases contain random amounts of virtual money. After choosing 1 case for yourself, you open the other cases until the banker makes you an offer to buy your case. If you choose to accept the offer the game ends and you receive that offer as your final score. By declining the offer, you continue to open the remaining cases until the next offer. If you decline all offers you get the amount that was in your case as your final score. If play continues until your down to 1 case plus the case you chose, you are given the option to swap cases.
Gameplay controls:
() While opening cases: pressing UP shows the remaining case amounts.
pressing DOWN shows the high scores.
() While deciding on an offer: pressing UP shows the previous offers.
pressing DOWN shows the high scores.
This game allows name entries into a high score board.
This game currently only works on color lcd screens (Sansa e200 176×220) or greater.
Apply the patch and place the .bmp files in the “apps/plugins/bitmaps/native/” directory.
Please post results for other platforms as well as comments. I tested the game out on the Gigabeat simulator and it seemed to work well.
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6467 | Patches | Games | Very Low | New control scheme for Doom on Sansa e200 | 2006-12-21 | Piotr Jafiszow | 2007-10-10 | 2 |
Task Description
Patch changes controls for Doom:
Forward: rec/up Left/Right: scrollwheel (it needs a lot of scrolls for large turns, but hopefully it can be modified to work better in the future) Back: down Shoot/Enter (menu): select Change weapon: left Open: right Esc: power
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5519 | Patches | Games | Very Low | Sudoku: Ability to chose which difficulty to generate | 2006-06-08 | Jonas Häggqvist | 2008-12-20 | 4 |
Task Description
It would be nice if the “Generate” menu-option opened a submenu where you could pick which difficulty to generate.
I’ve had a quick glance at the code, and it looks like it’d have to generate until a suitable difficulty is found, but that’s no different from what users have to do now, if they’re after a specific difficulty, except it’d happen automatically.
If I get the time/motivation, I may have another look at it in the next couple of days.
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12795 | Patches | ID3 / meta data | Very Low | Album art for FLAC and Ogg | 2012-12-31 | Evan Ramos | 2013-06-13 | |
Task Description
I am working on adding album art support for FLAC and Ogg files. FLAC looks straightfoward, but there is a design problem with Ogg.
https://wiki.xiph.org/VorbisComment#Cover_art
The struct containing the image and associated data is base64 encoded. I can't just set id3→albumart.pos to a location in the file like all other supported album art formats (and FLAC). Obivously I could allocate memory for the decoded base64 data, but it would have to be deallocated later to prevent a leak.
On IRC, nick_p suggested: "how about adding a new id3 struct element id3→albumart.base64_encoded=true and decoding it when needed on the fly?" This sounds like a good idea, with one issue: it's not the album art alone that is base64 encoded, but the data struct described here:
http://flac.sourceforge.net/format.html#metadata_block_picture
I can test to see if I can parse the beginning of the base64 block, then set the pos pointer to the middle of of the block (with the id3 struct addition) and see if it will still decode.
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12576 | Bugs | ID3 / meta data | Very Low | wma files with cover_art picture are not read on Sansa ... | 2012-02-03 | Ch P | 2013-03-01 | 2 |
Task Description
Player = Sansa ClipZip Rockbox current build :
Target: sansaclipzip Target id: 68 Target define: -DSANSA_CLIPZIP Memory: 8 CPU: arm Manufacturer: as3525 Version: 7d54ff0-120203 Binary: rockbox.sansa Binary size: 595788 Actual size: 595780 RAM usage: 922040 Features: alarm:backlight_brightness:crossfade:dircache:flash_storage:lcd_bitmap:lcd_non-mono:lcd_color:pitchscreen:multivolume:multidrive_usb:quickscreen:radio:recording:recording_swcodec:recording_mic:rtc:swcodec:tagcache:tc_ramcache:charging:large_plugin_buffer:ab_repeat_buttons:albumart:usb_power:usbstack gcc: arm-elf-eabi-gcc (GCC) 4.4.4 ld: GNU ar (GNU Binutils) 2.20.1.20100303 Host gcc: gcc (GCC) 4.4.4 20100630 (Red Hat 4.4.4-10) Host system: Linux
I cannot read .wma files with cover_art jpg. The same file on the Sansa ClipZip as MSC storage is read correctly by plenty of players on my Ubuntu-PC : totem, VLC, mplayer …etc… I join a file as example (with and without cover_art jpg).
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12490 | Patches | ID3 / meta data | Very Low | WPS tag for number of channels | 2011-12-27 | Frank Gevaerts | 2011-12-28 | 2 |
Task Description
This patch adds a %ch tag that returns the number of channels in the current file.
Unfortunately, the large majority of codecs don't fill in this field in struct mp3entry. In the codecs covered by the rockbox testfiles collection, only atrac, cook and tta actually work.
I don't think it makes much sense to commit this with so few supported codecs, so help is appreciated on the codec side of things
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11337 | Patches | ID3 / meta data | Very Low | Play Count / Rating Info for Trackinfo Screen | 2010-05-31 | Chris Savery | 2010-07-09 | 2 |
Task Description
This patch adds a couple more lines to Track Info for Play Count and Rating. Currently these don’t seem to show up anywhere else.
Tested against r26427 with Fuze v2 and USim.
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9329 | Patches | ID3 / meta data | Very Low | Remove total tracks and total discs from ID3v2 tags. | 2008-08-27 | Magnus Holmgren | 2008-12-12 | 1 |
Task Description
This patch removes any total tracks and total discs number from the track and disc number fields in ID3v2 tags, so that track and disc numbers are displayed consistently across different tagging formats.
What happens is that if a number larger than zero can be parsed from the start of the field, then the field is terminated on the first “/” char.
Added as a patch as I don’t know if this behavior is wanted.
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7670 | Patches | ID3 / meta data | Very Low | Read rating value from MP3 Id3 tag for display in WPS | 2007-08-28 | Nick Waterton | 2007-12-22 | 5 |
Task Description
This Patch changes the way that ratings work. It’s pretty simple, it reads the rating info from an MP3 files ID3 POPM tag, and converts that to a Rockbox rating value (0 to 10).
You can then use patch FS#6301 - new tags for WPS and tagcache patch 4 (4_rating.patch) to display the rating on the WPS (tag is %rr). Some Themes use this tag already so I’m not sure if it is in SVN already.
The patch is written for MediaMonkey (alpha 3), but it should work with other version of MediaMonkey, and other programs that put ratings in the ID3 tag (not iTunes).
Tested on iPod nano.
One thing I’m not sure of is what value to return for bufferpos - should this return an int ponting to the next id3 tag position, or is it OK to return it as is? it dosen’t seem to make any difference either way.
Comments are welcome.
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7287 | Patches | ID3 / meta data | Very Low | Support metadata sort tags in the Database | 2007-06-11 | Dan Everton | 2011-11-23 | 24 |
Task Description
Attached is a patch that starts support for the sort tags specified in ID3 v2.4. It adds three new tags to the tagcache system, sortartist, sortalbum, and sorttitle which are drawn from the TSOA/TSOP/TSOT tags.
This is only the beginning and is very, very lightly tested (i.e. it compiles and doesn’t seem to break anything).
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13090 | Bugs | Language | Very Low | Voice fails upon reboot if some fonts are being used. | 2016-11-17 | Jason Arthur Taylor | 2016-11-17 | |
Task Description
Voicing of menus will work fine on the default font. However, if 08-Namil is used, the voicing dies upon reboot.
See also http://forums.rockbox.org/index.php/topic,51408.0.html .
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12758 | Bugs | Language | Very Low | Incorrect display of labels in Russian | 2012-09-28 | Sergey Gubanov | 2012-10-06 | 2 |
Task Description
In the "Graphic Equalizer" menu and when I connect the player to a computer to transfer the data labels are displayed incorrectly (instead of letters symbols, as in the screenshot). The problem occurs when I use the Russian language. The problem I see for a long time, please fix it.
Screenshot of the screen that is displayed when transferring data, I could not do. P.S. Sorry for my bad English.
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12629 | Bugs | Language | Very Low | RTL support in android devices | 2012-04-01 | Haim | 2012-04-04 | 2 |
Task Description
It's Seems to be no support for RTL languages like Hebrew and Arabic in rockbox for android. Instead of מוסיקה written הקיסומ (in English - Instead of "Music" written "cisuM). I attach pictures for example:
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11803 | Patches | Language | Very Low | Patch to add basic support for SVox Pico when building ... | 2010-12-10 | Kyle | 2010-12-10 | 1 |
Task Description
This patch applies to the tools used to generate voice files and talk clips. It adds basic support for the free SVox Pico speech synthesizer, which is the default speech system on Android phones, and is also available on Linux and Windows. Support for this synthesizer is very basic, because the pico2wave utility used to generate wav files of synthesized speech lacks the ability to set speed, pitch, volume, etc. This patch has so far only been tested for English, although several other languages are supported by the synthesizer. Note that you will need the SVox Pico synthesizer installed on your system. On Ubuntu 10.10 and most recent Debian-based systems, installing libttspico-utils should automatically pull down the correct files. This patch hasn't been tested on Windows, but it should work if pico2wave.exe is in your path.
To build voice files using SVox Pico, apply this patch and run
tools/configure –type=AV
Then select your target from the list. The rest of the defaults should be fine, but be sure to type "p" when the script asks for the TTS engine to use. Then run
make voice
and copy the .voice file into .rockbox/langs. The next time you start Rockbox, you should hear your voice prompts spoken using SVox Pico.
To generate talk clips for filenames and directories using SVox Pico, apply the patch and run
tools/voice.pl -C -s=pico -S= -e=rbspeexenc -E= <directory you want spoken>
Your talk files will be generated recursively in the directory you specify. All _dirname.talk and .talk files that correspond to individual files will be generated, with the exception of the _dirname.talk file for the top level directory you specified.
Please test this patch and provide any feedback you have. Thanks.
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11361 | Patches | Language | Very Low | Add string "Disc" for multidisc albums in WPS | 2010-06-06 | Hinrik Örn Sigurðsson | 2010-06-06 | 1 |
Task Description
This adds the translatable string LANG_DISC for display in WPS themes. E.g. a theme could use the following to show “Disc 2” for a multidisc album:
%?ik<%Sx|Disc| %ik|>
Disc is a 4 or 5 letter word in most languages, so it won’t add much clutter in themes which would like to make use of this. A comparable example is the “Next:” (LANG_NEXT) which is used when displaying the next track in a playlist.
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10340 | Bugs | Language | Very Low | bad voicing in the chinese language | 2009-06-15 | harry tu | 2009-12-21 | |
Task Description
Hi, There is a problem in the Chinese voicing. It says "number, bai fen ji" (number %), but it's supposed to say "bai fen ji number) (% #). I don't know if it happens in text because I'm blind. Could this be fixed?
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9948 | Patches | Language | Very Low | Use sentence case in english.lang | 2009-02-23 | Dave Chapman | 2009-03-11 | 1 |
Task Description
This patch attempts to permanently fix the inconsistent mixture of “Title Case” and “Sentence case” in english.lang by applying “Sentence case” to the entire file.
I suggested we do this in a post to the rockbox-dev mailing list last year, but that just ended in a very split discussion with no conclusion.
I’m not sure if this patch wil result in anything different, but I made it for my own use, and thought I would post it, as there were a fair number of posters to that discussion that also prefered sentence case.
The old discussion:
http://www.rockbox.org/mail/archive/rockbox-dev-archive-2008-08/0034.shtml
EDIT: I forgot to say this patch also changes a couple of uses of “center” to “centre”…
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9273 | Patches | Language | Very Low | Changing sapi_voice.pl To make japanese.voice sound bet... | 2008-08-13 | Taktak | 2008-09-23 | 18 |
Task Description
I would like to change voice strings to make them sound better with a specific SAPI voice.
I don’t intend to change string in *.lang directly. It should be done in voice.pl dinamically while building voice, shouldn’t it?
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9067 | Patches | Language | Very Low | [GSoC] Accessibility and localization improvements | 2008-06-03 | Tom Ross | 2009-10-26 | 8 |
Task Description
This tracker task will be used to house my Summer of Code work. For information about the goals of the project please see http://www.rockbox.org/twiki/bin/view/Main/PluginLocalization . Please read the comments and the descriptions of each patch.
Latest patch: July 22
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12917 | Bugs | LCD | Very Low | [ZEN/ZEN X-Fi] LCD problems | 2013-12-06 | amaury pouly | 2013-12-06 | |
Task Description
The LCD is highly unreliable: sometimes it displays dots and sometimes it stays black. Example: http://forums.rockbox.org/index.php?action=dlattach;topic=13462.0;attach=6384;image
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12026 | Bugs | LCD | Very Low | iaudio m3: display/screen goes blank after a while and ... | 2011-03-23 | arne anka | 2011-04-03 | |
Task Description
- iaudio both with 3.8 and build r29635
since 3.8 after a while the display blanks totally, no gui. only restarting the device makes it available again for a short screen, navigation is basically impossible.
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11665 | Patches | LCD | Very Low | LCD functions ignore viewport bg_pattern if a backgroun... | 2010-10-11 | Jonathan Gordon | 2010-10-11 | 2 |
Task Description
at least in the 16bit lcd drivers, all functions which use transparency (or clear pixels) get the pixel colour from the backdrop image, completly ignoring the bg_pattern.
This isnt a problem except in skins where it is perfectly reasonable to want a background image for most of the screen but a solid colour for one or two viewports.
There is a tiny problem though, bg_pattern is set to LCD_DEFAULT_BG which is a valid colour, so we probably need to add a flag to the viewport struct to say if it should ignore the background image or not.
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11544 | Patches | LCD | Very Low | iPod Nano2G Display Vsync | 2010-08-15 | Michael Marley | 2010-08-15 | 1 |
Task Description
This patch enables display vsync on the iPod Nano 2G, currently only for the Type 1 (LDS176) display. It removes tearing and can make animation smoother. However, right now it uses an extremely CPU-unfriendly method of waiting for synchronization, which makes the display quite slow in some circumstances. I hope to implement DMA to copy the framebuffer, which should help somewhat. However, I am probably going to need some help to do this.
TheSeven gets all the credit for this patch, since he found where the Tearing Effect (vblank) signal was connected to the s5l8701 and wrote the vsync code. All I did was drop it into the display driver in the right spot.
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10966 | Bugs | LCD | Very Low | c200 v1 LCD doesn't turn on when changing Backlight set... | 2010-02-04 | Daniel Empie | 2011-04-04 | |
Task Description
As the title states the c200 v1 LCD doesn't turn on when changing the Backlight setting from Off to On. The backlight itself does turn on though. I don't know if this happens with the v2 players.
I first noticed this behavior in r24404 earlier today on my c240. I then updated the player to r24511-100204 and get the same behavior as before. I also get the same behavior in another c240 v1 player that I have which I also updated to r24511-100204. It was previously running r20698-090412 and the backlight didn't turn on when changing the backlight from off to on (I'm guessing that FS#10130 fixed that problem) - so it happened sometime between that revision and at least as far back as r24404. It might have even carried over from FS#10130 .
Also, just as a note, I don't notice this behavior in the February 2nd c200 simulator (r24449) - both the backlight and LCD turn on as expected. I checked my v1 Fuze (r24509) also and get normal behavior (backlight and LCD turn on), so this bug might just be limited to the c200 players.
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10862 | Patches | LCD | Very Low | Add second backlight timeout | 2009-12-17 | Maurus Cuelenaere | 2011-07-29 | 1 |
Task Description
This patch adds a secondary backlight timeout (similar to what the the iPod OF does).
It adds two extra settings: secondary backlight timeout and secondary brightness (I'm not sure wrt the naming of those, any suggestions?)
The code isn't very clean, but it works (except for CONFIG_BACKLIGHT_FADING == BACKLIGHT_FADING_PWM targets, for which I haven't implemented this).
Please test this.
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10601 | Patches | LCD | Very Low | Keyboard shortcuts to change backlight brightness | 2009-09-11 | Alex Suykov | 2009-09-12 | 1 |
Task Description
The patch makes Rec+Vol{Up,Down} in wps and list (main menu) contexts chage backlight brighness. Just like with volume, brightness value is saved in config file. I find this feature quite useful when player is used both indoors and outdoors, eps. on sunny days.
Keymap changes are for Sansa C200 only. Check apps/keymaps/keymap-<you-target>.c and add necessary lines to button_context_{standard,wps} if you use different device.
Diff against SVN revision 22666.
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10156 | Bugs | LCD | Very Low | LCD sleep can theoretically happen after the backlight ... | 2009-04-21 | Boris Gjenero | 2009-04-25 | 3 |
Task Description
If LCD_SLEEP is put on the backlight queue immediatly after BACKLIGHT_ON, the LCD will go to sleep immediately after the backlight turns on. On the 5G iPod, the next backlight_on() call will wake it, but on some other targets it might not wake again.
For example, consider the following sequence of events: 1) backlight_on() is called, putting BACKLIGHT_ON on the queue 2) The LCD sleep timeout from the previous backlight shutoff puts LCD_SLEEP on the queue 3) BACKLIGHT_ON is received and the backlight is turned on. The call of backlight_lcd_sleep_countdown(false) does nothing about the LCD_SLEEP on the queue. 5) The LCD_SLEEP is received, putting the LCD to sleep again.
This patch causes LCD_SLEEP to be ignored by backlight_thread() when the backlight is on. It also removes a workaround from 5G iPod LCD sleep code.
This issue is theoretical and very improbable. I am not able to trigger this bug in r20774.
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