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Posts: 58 | Thanked: 28 times | Joined on Nov 2010
#841
Originally Posted by javispedro View Post
It's a debug package; you should not install it unless I ask you or you want to use gdb (to create more meaningful stack traces). The missing dependencies are in the Nokia repos (like gdb)..
You will notice the errors on the this page happened because of this.(gdb or dbg)


Originally Posted by javispedro View Post
I mean that what you're telling makes no sense to me
Easy Now! It is a suggestion and not a criticize, you should not lose your temper.
Originally Posted by javispedro View Post
(possibly because I'm not a native speaker, who knows)
I have noticed, In user details, you have assigned that you are spanish, use the google translitration next time.
Originally Posted by javispedro View Post
if you want, you can send code instead.
Will do!
static void make_box(struct box *b, const struct point *p1, const struct point *p2)
{
b->x = mini(p1->x, p2->x);
b->y = mini(p1->y, p2->y);
b->w = absi(p1->x - p2->x);
b->h = absi(p1->y - p2->y);
}

static void p_scale(struct point *p)
{
const int ox = p->x, oy = p->y;
switch (s_rotate) {
case PDL_ORIENTATION_0:
p->x = ox * s_scale.x;
p->y = oy * s_scale.y;
break;
case PDL_ORIENTATION_270:
p->x = r_size.w - oy * s_scale.x;
p->y = ox * s_scale.y;
break;
default:
break;
}
}
here, are you sure this automatic orientation works correctly? maybe manual would be better
switch (attr) {
case SDL_GL_CONTEXT_MAJOR_VERSION:
TRACE("Requested GL major version %d", value);
switch (value) {
case 1:
desired_version = SDL_GLES_VERSION_1_1;
return 0;
case 2:
desired_version = SDL_GLES_VERSION_2_0;
return 0;
default:
SDL_SetError("Invalid GLES major version: %d", value);
return -1;
}
break;
case SDL_GL_CONTEXT_MINOR_VERSION:
TRACE("Requested GL minor version %d (ignored)", value);
return 0;
case SDL_GL_RED_SIZE:
case SDL_GL_GREEN_SIZE:
case SDL_GL_BLUE_SIZE:
case SDL_GL_ALPHA_SIZE:
TRACE("Ignoring color buffer size");
You can also try opengles 1.0,for the buffer:
You need to do a simple loop for each pixel, split the RGB components, shift them to the new bit depth ( get these from the DDPIXELFORMAT structure or whatever your API provides, just remember, they may be anything). Now recombine them and you have your 16bit pixel.
png_ptr, info_ptr,
# toWidth, toHeight,
# 8, PNG_COLOR_TYPE_RGB,
# PNG_INTERLACE_NONE,
# PNG_COMPRESSION_TYPE_DEFAULT,
# PNG_FILTER_TYPE_DEFAULT
# );
# png_write_info( png_ptr, info_ptr );
#
# // Prepare to handle the input data
# switch( fromFormat )
# {
# case BGR16 : {
# // Set up the bit shifts
# png_color_8 sig_bit;
# sig_bit.red = 5;
# sig_bit.green = 6;
# sig_bit.blue = 5;
# png_set_shift( png_ptr, &sig_bit );
# break;
# }
#
# case BGRA16 : {
# // Set up the bit shifts and strip the alpha
# png_color_8 sig_bit;
# sig_bit.red = 5;
# sig_bit.green = 5;
# sig_bit.blue = 5;
# sig_bit.alpha = 1;
# png_set_shift( png_ptr, &sig_bit );
# png_set_filler( png_ptr, 0, PNG_FILLER_AFTER );
# break;
# }
#
# case BGR24: break; // No conversion necessary
#
# case BGRA32: {
# // Strip the alpha
# png_set_filler( png_ptr, 0, PNG_FILLER_AFTER );
# break;
# }
# }
#
# // Swap B and R
# png_set_bgr( png_ptr );



Originally Posted by javispedro View Post
They're GStreamer codecs, MAFW uses GStreamer. What codec are we talking about (and what game?).
what game!? well , we are talking about external .Ogg and .m4v support that provided by the 3rd party applications (repos)attaching themselves to the MAFW, Please do a test and you will see this is true

Last edited by aligoodidea; 2010-12-13 at 09:05.
 
jedi's Avatar
Posts: 1,411 | Thanked: 1,330 times | Joined on Jan 2010 @ Tatooine
#842
Originally Posted by govprog View Post
Excuse me ,a noob question. How can I get preenv games to MyDocs?
http://www.google.com/search?q=site:...reenv%20mydocs

Welcome to the forums
__________________
May the source be with you.
 
javispedro's Avatar
Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#843
Originally Posted by Andy1210 View Post
(Blades) what is this error? This game worked with previous preenv version!
That is not an error -- And I've got reports saying it still works...

Originally Posted by Andy1210 View Post
Driver crashed too after i tried skip the intro video, worked on previous version too.
Should be fixed in 0.1.3

Originally Posted by Andy1210 View Post
PlasmaCannon frozen on loading(?) screen. (yes, i deleted the music file) and worked on previous version too.
No idea, what you're quoting is not an error message either.


Originally Posted by aligoodidea View Post
You will notice the errors on the this page happened because of this.(gdb or dbg)
That would surprise me....

Originally Posted by aligoodidea View Post
here, are you sure this automatic orientation works correctly? maybe manual would be better
What's the difference between "manual"/"automatic" orientation?
Either way, that code is nearly never used yet as I do not call xrandr and thus orientations are fixed (to PDL_ORIENTATION_270). In the future I might actually use it.

Originally Posted by aligoodidea View Post
You can also try opengles 1.0,for the buffer:
You need to do a simple loop for each pixel, split the RGB components, shift them to the new bit depth ( get these from the DDPIXELFORMAT structure or whatever your API provides, just remember, they may be anything). Now recombine them and you have your 16bit pixel.
I do not know why you'd do that, but either way, that would kill performance. Also, default is rgb565 already. Anything higher would cause slowdowns on the N900, and I don't see the need for that _unless_ a game tries to do both a rgba8888 surface AND writes directly to it (using gl*Pixels).

Originally Posted by aligoodidea View Post
what game!? well , we are talking about external .Ogg and .m4v support that provided by the 3rd party applications (repos)attaching themselves to the MAFW, Please do a test and you will see this is true
I mean what game uses a codec that is not available. Both .ogg (I guess you mean Vorbis) and .m4v (I guess you mean H.264 and AAC on a MP4 container) are available, the former using Palm's libsdl-mixer, and the latter using GStreamer and thus Nokia codecs.
 
Posts: 58 | Thanked: 28 times | Joined on Nov 2010
#844
Originally Posted by javispedro View Post
That would surprise me.....
Me too. It was just a guess

Originally Posted by javispedro View Post
What's the difference between "manual"/"automatic" orientation?
Either way, that code is nearly never used yet as I do not call xrandr and thus orientations are fixed (to PDL_ORIENTATION_270). In the future I might actually use it.
Not as long as guitar hero is out there,because it suffers from both bad scaling and bad graphics.
Originally Posted by javispedro View Post
I do not know why you'd do that, but either way, that would kill performance. Also, default is rgb565 already. Anything higher would cause slowdowns on the N900, and I don't see the need for that _unless_ a game tries to do both a rgba8888 surface AND writes directly to it (using gl*Pixels).
some games are flexible, but in other hand, some companies force it and in case, a conversion is really needed.
Originally Posted by javispedro View Post
I mean what game uses a codec that is not available. Both .ogg (I guess you mean Vorbis) and .m4v (I guess you mean H.264 and AAC on a MP4 container) are available, the former using Palm's libsdl-mixer, and the latter using GStreamer and thus Nokia codecs.
Well, consider using HAWX first. using .m4v video that will get blank in the intro. then use the let's golf that's using .mp4 video and working(consider using MPlayer for this problem.)
and, what is this message telling SetVideoMode(0,0,0,0x2) (strange zeros in ancient frog).
P.S:Please note that 12 games are unplayable because of bad scaling/bad buffering, this should be fixed soon.

Last edited by aligoodidea; 2010-12-14 at 11:06.
 
jflatt's Avatar
Posts: 534 | Thanked: 723 times | Joined on Oct 2009
#845
Originally Posted by aligoodidea View Post
Well, consider using HAWX first. using .m4v video that will get blank in the intro. then use the let's golf that's using .mp4 video and working(consider using MPlayer for this problem.)
Are you suggesting executing mplayer to run some games video? That sounds a bit ridiculous

Originally Posted by aligoodidea View Post
P.S:Please note that 12 games ae unplayable because of bad scaling/bad buffering, this should be fixed soon.
Are you going to fix them?
 
Posts: 123 | Thanked: 56 times | Joined on Jun 2010 @ Portugal
#846
Gangstar still with:

"PDL: application asked for lang, giving pt_PT
Segmentation fault"

after update to preenv 0.1.3 :/

Keep up the good work
 
javispedro's Avatar
Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#847
Originally Posted by aligoodidea View Post
Not as long as guitar hero is out there,because it suffers from both bad scaling and bad graphics.
some games are flexible, but in other hand, some companies force it and in case, a conversion to is really needed.
P.S:Please note that 12 games ae unplayable because of bad scaling/bad buffering, this should be fixed soon
Remember: I own only 3 Pre games. Either someone provides more detailed information or I'm not going to be able to fix them.

Originally Posted by aligoodidea View Post
Well, consider using HAWX first. using .m4v video that will get blank in the intro. then use the let's golf that's using .mp4 video and working
Two things: a) Are you sure they're not the same codec (because I believe with a 99% certainty that they are...) b) Are you sure it is a codec issue? It could very well be due to the way the game composites video with GL.

Originally Posted by aligoodidea View Post
and, what is this message telling SetVideoMode(0,0,0,0x2) (strange zeros in ancient frog).
.
That's not an error actually, but a game following the Palm guidelines (those games are rare!).
 
Posts: 123 | Thanked: 56 times | Joined on Jun 2010 @ Portugal
#848
Sorry to bother you javispedro but can't you test some other games thant those 3 without buying them (you know what i mean ) just for tests? It is obvious that you are not going to buy all the games (or most of them) just to try to fix them for us.

I'm just asking
 
Posts: 58 | Thanked: 28 times | Joined on Nov 2010
#849
Originally Posted by javispedro View Post
Remember: I own only 3 Pre games. Either someone provides more detailed information or I'm not going to be able to fix them.
Don't worry. I will send you the debug info 1 by 1. I also found perhaps it would be wiser if preenv let the application decide about buffering instead of forcing it(although the applications won't decide and just request.) or let the users decide about it.
Application1:
basic information:
appname:Guitar Hero 5 Mobile
real appname:glu.app.ghero5
executable filename:ghero5/ghero5.exe
app assigned to skip unhandled errors.
debug info:
version:0.1.3
SDLGL:called sdl_init with flags=0x100231
Home directory /home/user not ours
PDL: Init: Service name is com;javispedro.preenv.ghero5_exe
"PDL:Failed to initialize libosso"
ACCEL:Opening
PDL: Init: Service name is com;javispedro.preenv.ghero5_exe
"PDL:Failed to initialize libosso"(for second time)
CINEMA:Init; window xid is 0x0
(maybe CINEMA skipped)
SDLGL:Requested GL major version 1
(continued):SDL_GLES initialized (res=0)
Ignoring doublebuffer preference
Requested GL minor version 1 (ignored)
Requested depth buffer size 16
(color buffer size Ignored)
(Ignored even after 3 retries)
asked if video mode 2x2x16 (0x2) is ok
Called SetVideoMode(2,2,16,0x2)
Asked if video mode 800x480x16 (0x80000000) is ok
(Application faces loop)
Ignoring doublebuffer perference
...
Asked if video mode 0x0x16 (0x2) is ok.
Results:Resolution: 800x800x16
Application can't continue.
Hope that helps.
also created a thread for this:http://talk.maemo.org/showthread.php?t=66984
Originally Posted by javispedro View Post
Two things: a) Are you sure they're not the same codec (because I believe with a 99% certainty that they are...) b) Are you sure it is a codec issue? It could very well be due to the way the game composites video with GL.
If the video was composited with GL then it would not be playable with MPlayer(But it is) If they were the same codecs then gstreamer shall play it(but it won't) also I should say the screen goes blank on intro but still plays audio.
Originally Posted by SSLMM View Post
Sorry to bother you javispedro but can't you test some other games thant those 3 without buying them (you know what i mean ) just for tests? It is obvious that you are not going to buy all the games (or most of them) just to try to fix them for us.

I'm just asking
No SSLMM; It is an official forum and pirated softwares can not be mentioned here, I myself has bought some of them(Although I have ... in order to uncompress them)
Originally Posted by jflatt View Post
Are you suggesting executing mplayer to run some games video? That sounds a bit ridiculous
?
A bit ridiculous but it counts as a bug too,Why shouldn't we fix such an easy bug
Originally Posted by jflatt View Post
Are you going to fix them?
No, Since I don't have partnership in this application; All I can do is helping the developer with suggestion codes and debugging info.

Last edited by aligoodidea; 2010-12-14 at 12:32.
 

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#850






what's the problem ?

Code:
PDL: Init: Service name is com.javispedro.preenv.angrybirds
PDL: Main thread created
PDL: Application tries to enable gesture area
PDL: Application asked for calling path, giving './'
PDL: Application asked for calling path, giving './'
SDLGL: called sdl_init with flags = 0x100030
X11: PID is 12411
SDLGL: Requested GL major version 1
SDLGL: SDL_GLES initialized (res=0)
SDLGL: Ignoring color buffer size
SDLGL: Ignoring color buffer size
SDLGL: Ignoring color buffer size
SDLGL: Requested depth buffer size 0
SDLGL: Application asks for unknown GL attribute 7, value 0
SDLGL: Called SetVideoMode(0, 0, 0, 0x2)
SDLGL: Requested OpenGL video mode
SDLGL: Asked if video mode 800x480x16 (0x90000000) is ok
PDL: Switch orientation to 3
SDLGL: Sending lose focus event
^CPDL: Waiting for main loop thread to die
PDL: Main loop thread died
SDLGL: Called SDL_Quit
Attached Images
     

Last edited by 222; 2010-12-14 at 12:57.
 

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