Re: maemo-developers Digest, Vol 25, Issue 22

2007-05-18 Thread Arnim Sauerbier

Hi

if you look at the current events, the United States of America is turning into 
a faschist state.

They occupy 140 countries in the world, and they are subjecting people to 
torture who disagree
with the nazi oh sorry neocon line.

Well we are all destined for the gas chambers if we do not cheer and march in 
lockstep to the new
world order..  But there is a candidate who might be able to put the brakes on 
the new faschism -
and that's Ron Paul.

No this is not a joke. This is real.  It is happening now.   Get on the net and 
educate yourself. 
It's your own skin you are saving.  




   
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Re: Xsp pixel-doubling solutions for Nokia 770?

2007-05-08 Thread Arnim Sauerbier
--- The ever-informative Daniel Stone [EMAIL PROTECTED] wrote:

 The second, and most important, is portability.  Not only are you tying
 your app to the internet tablets, but you're tying them to the _current
 generation_. ---
 You're turning a portable app (hell, the point of SDL is portability, so
 you can run it anywhere), into one that's dependent on the mixture of X,
 an OMAP display controller supported by omapfb, and an external LCD
 controller also supported by omapfb.  Not only is this setup quite
 unique to the internet tablets (due to the high resolution), but it's
 specific to this line of internet tablets.

Good words - they help illustrate why this discussion is addressing two 
different things.

It's understandable that any work to optimise performance for existing tablets 
is not interesting
to employees at nokia who are working on the next generation(s) of tablets.  In 
addition, anyone
writing an sdl app/game from the ground-up would do well to keep that 
portability in mind.  Most
existing SDL applications are runnable on tablets thanks precisely to SDL 
abstraction.

The subject *is* interesting, however, to those of us porting existing* apps to 
the existing*
devices with a fixed feature-set.  We are faced with the fact that the games 
are written for
desktop pcs with more performance than the tablets, yet many are nearly fast 
enough on the current
tablets.

For the second group (to which i belong) there are limited options to getting 
acceptable
performance.   One is to heavily revamp and optimise each game individually.  
Another is to look
at ways in which we can improve speed across the board (Primarily for SDL).

 There are any number of changes we can make in future products (such as
 removing the LCD controller, moving to a purely X driver, using a
 different display setup, whatever) that will torpedo your app.
 You can bypass X and go straight to the framebuffer, but it might not work
 correctly, and that will be your problem.  It's not guaranteed to be
 portable to future internet tablets, let alone other platforms.

If the changes are applied as drop-in replacements for existing sdl libraries, 
then no.  The
tablet version of the SDL app would use the same SDL calls, perhaps with minor 
changes.  Future
tablet SDL versions would not use those hacks.  This idea is _not_ hot-air.  
The gp2x community
has done exactly that - just one example: 

   http://wiki.gp2x.org/wiki/Paeryn's_SDL  

- a community-developed hardware accelerated version of the SDL library for the 
GP2X
 
Regarding your portability argument: As things stand today, we already *do* 
need to make
non-portable changes to get acceptable performance using the existing ITOS.  
The best example of
this is the fact that to use pixel-doubling, games using SDL_Flip and partial 
screen UpdateRect
must be modified to not use SDL_Flip, and update the full 320x240 or 400x240 
screen, every frame.
as adequately demonstrated by http://pupnik.de/aliens-1.0.2_Nokia.tgz

I think it bears repeating that this discussion is woefully conflating two 
seperate topics, and
much of this debate is unnecessary if we keep the seperateness of the two goals 
in mind, namely:

A) Improving game performance on existing tablets, and
B) Improving game performance on future tablets.

So lets do that.  Let's let the gurus at Nokia work on the next great thing, 
and us plebes in
the community work on getting acceptable SDL/game performance for the current 
tablets.  

Cheers
Arnim Sauerbier

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Re: Xsp pixel-doubling solutions for Nokia 770?

2007-05-06 Thread Arnim Sauerbier
 If new Xomap doesn't work on the 770, I'd like to know about it.  (I
 don't have time to constantly test it, but I can -- and will -- fix it.)

I have found what triggers the Xsp disabling from SDL for IT 2005, 2006, and 
2007 hacker ed.

Doubling gets disabled whenever we update less than the full 320x240 screen.

this breaks:  SDL_UpdateRect (SDL_Video, updated.x, updated.y, updated.w, 
updated.h);
this works:   SDL_UpdateRect (SDL_Video, 0, 0, 320, 240);

The same problem occurs in other SDL programs that do not update a full 320x240 
screen each frame.

I have prepared a simple SDL demo that illustrates this.  It should be easier 
to understand and
modify than the Ur-Quan Masters sources.  Grab it here:

http://pupnik.de/aliens-1.0.2_Nokia.tgz

This contains a binary tgz for testing, as well as the source.  Untar to home 
directory and use F6
button (top left on device) to toggle xsp doubling.  

To verify that updates outside of the doubled window are not affecting the 
doubling, change

#define VIDWIN_X800
to 
#define VIDWIN_X640

and disable my onscreen buttons by commenting out these lines

SDL_BlitSurface(buttonsurface,buttsrc,screen,buttdest);
SDL_UpdateRect(screen, 0, 0, 0, 0);

I would appreciate anyone interested in SDL and pixel doubling taking time to 
look it over.  This
is about as simple a 'real world' test case as you're going to get.

Arnim 



 

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Re: Xsp pixel-doubling solutions for Nokia 770?

2007-05-03 Thread Arnim Sauerbier
--- Daniel Stone [EMAIL PROTECTED] wrote:

 I assume your 'xrandr' screenshot is taken on the desktop?
 RandR doesn't imply a specific scaling algorithm.

Yes. I mistakenly assumed that xrandr would imply a point-scaler algorithm.

 I don't see the conflict between working on new Xomap versions and improving 
 the N800.

There is none, but look again at the title of this thread.  :)

 I don't see the point in doing pixel doubling in software.

The point is to consider alternatives to improve performance for SDL games on 
the 770 (and by
extension, the 800).

 It's not about memcpy.  I think the _maximum theoretical_ rate of screen 
 updates is 28 fps
 due to the limited bandwidth between OMAP dispc and Hailstorm.  You cannot 
 push pixels
 any faster than this, even if you try, and even if you optimise SDL to death.

Thanks for that info.  I estimate my action games need roughly 20-25 FPS at 
640x480 and RPGs 8-15
FPS at 800x480, so available bandwidth would be sufficient, correct?

I'd like to thank Matthew, Eero, Daniel and Tapani for sharing their ideas on 
the future of pixel
doubling and Xomap here, but given the status of N770 support, we in the 
community can not
reasonably ask or expect Nokia to implement them for IT2006. If this is 
correct, I respectfully
request that discussion about future Xomap releases be forked to another thread 
and we return here
to the question of how to improve SDL game performance on the current OS.

To review:

- When UQM updates the full 320x240 screen (as in the intro and settings menus) 
Xsp doubling works
as intended.  When it updates portions of the screen (main menu, combat, 
dialogues) doubling is
getting disabled.  I don't understand why this is happening and apparently 
nobody else does
either.

- UQM combat is running at 21-24 FPS in 320x240 mode and at 6-11 FPS in 
640x480. Getting 640x480
up to 20+ FPS is all that's needed to make it playable.

- Given the stated goal (deliver SDL games to current tablet users) and the 
known constraints (Xsp
problems, no Xomap fixes for IT2006), I see three potential solutions for the 
community (not
Nokia):

1) find out and document how to avoid the Xsp-doubling/damage problems for SDL 
apps, in general
2) write a SDL putrect equivalent that can use DSP pixel doubling directly, 
without using Xsp
3) write a fast SDL putrect equivalent direct to framebuffer (cf mplayer) - 
optional SW scaling

There are a number of classic SDL games that are close to playable on the 770.  
We could dive into
each one individually and look for performance gains, but speeding-up scaled 
SDL surfaces across
the board would yield a bigger payoff.  I have doubts whether #1 is possible 
and #2 would require
an intrepid coder who can venture into 'here be dragons' DSP-land.  I think #3 
(basically
Siarhei's suggestion) looks like the most general and do-able route to speed up 
SDL games, since
he's already implemented something like this for mplayer.

Any thoughts?  (besides sell your 6-month old 770)

Arnim

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Re: Xsp pixel-doubling solutions for Nokia 770?

2007-05-02 Thread Arnim Sauerbier
--- Siarhei Siamashka [EMAIL PROTECTED] wrote:

Siarhei Siamashka wrote:
 
 This is what works for MPlayer on Nokia 770. It creates x11 window just
 to reserve some screen space and prevent other applications from using 
 it. After that, it renders data directly to framebuffer and uses x11 for
 input. It is not very clean, but it works. And it works fast. The same trick
 can be probably done for SDL.

Indeed SDL is the 'gaming api' in-use for games that run acceptably on tablets, 
and Xrandr would
be the natural choice for changing screen resolution. While that would be fast 
and simple, it
doesn't look good. See

http://pupnik.de/ScalersExult.png

As the screenshots show, a Scale2x or 2xSai scaler yields much more readable 
text (view on the
tablet to get a good idea of this). 

While I appreciate that the folks at Nokia are looking into solutions aimed at 
future Xomap and
tablet releases, my interest is directed toward improvements that can apply to 
current N770 and
N800 tablets.

To this end, my hope would be for a fast Implementation of SDL's HWSURFACE that 
would allow the
SDL app to use an internal high quality scaler or 800x480 native resolutions.

Siarhei Siamashka wrote:

 Also it would be a good idea to benchmark SDL, identify maemo or ARM
 architecture related bottlenecks and try to fix them. Many older generation 
 games worked perfectly on hardware way slower than Nokia 770. So 
 Nokia 770 may be a good platform for mobile gaming if properly 
 optimized 
 
 This is what works for MPlayer on Nokia 770. It creates x11 window just
 to reserve some screen space and prevent other applications from using 
 it. After that, it renders data directly to framebuffer and uses x11 for
 input. It is not very clean, but it works. And it works fast. The same trick
 can be probably done for SDL.

If the memcpy on 770 is something like 190MB/s, pushing 800x480 at 30fps would 
use only 12 percent
of that bandwidth

I feel that a better SDL implementation would be time/money well spent, as it 
would be an easier
upgrade than Xomap for current 770/800s, and would also benefit future nokia 
tablets.

Arnim

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Xsp pixel-doubling solutions for Nokia 770?

2007-04-27 Thread Arnim Sauerbier
Greetings again, Dear Maemo Developers,

I am now porting several emulators and games to the Nokia 770, some of them 
shown here:

http://pupnik.de/software.html

Many of these are acceptably fast at 320x240 but too slow at 640x480 or 
800x480.  The problem is
that some SDL applications do not maintain 2x doubling but flicker to 1x 
scaling - example video
here:

http://pupnik.de/UQM_Xsp_SDL_Doubling_Bugs.avi

I have spent several weeks of trial and error trying to find a way around these 
issues by changing
various details of the SDL implementation, but have not been successful.

I have heard that Xsp doubling is fixed now and I see there is a patch for 
Xomap which may solve
the doubling problems on the 770.  

https://garage.maemo.org/tracker/index.php?func=detailaid=531group_id=164atid=683

However, I do not see that it has been applied to my most-recent IT2006 
xserver-xomap 6.6.3-28
(gregale).

Do I understand that the Xsp/Xomap bugfix will not be applied to IT2006 due to 
Nokia dropping
support for 770?

If this is true, is it possible to compile an unofficial Xomap server for 
gregale/it2006 that can
be installed without requiring reflashing the OS?

If not, could someone suggest a workaround?   It seems fairly straightforward 
to me that a
fullscreen on-top SDL window with disabled cursor should preclude the X server 
from registering
damage or calling redraws to any other windows.

Regards and thanks,
Arnim Sauerbier



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Snes9x running now

2007-04-10 Thread Arnim Sauerbier
Running now with good speed (60fps on this demo screen)

For updates and screenshot, go here

http://www.internettablettalk.com/forums/showthread.php?t=5742

:)  Long live Nokia, long live the 770!




 

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Snes9x Super-Nintendo Emulator builds/runs

2007-04-09 Thread Arnim Sauerbier
Hi all,

just wanted to mention that Snes9x 1.5 builds/runs in scratchbox / N770+800

apt-get source snes9x

./configure  make

Here the program runs fine in the x86 target, but has problems in the arm 
target and on the
tablets themselves.

The snes9x messages such as fps and status text messages display fine, so it 
seems to have no
problem drawing, however Super-Nintendo screen itself remains black.  On the 
x86 target it runs
fine.

I haven't gotten anywhere yet.  Looking at other ports for ARM devices such as 
Pocketsnes isn't
very helpful as they are built on top of a much older snes9x base (1.3x).

So this is basically a plea to the talented hackers here to take a look at 
Snes9x 1.5.  It could
be playable, as the pocketsnes supposedly runs at near full-speed on the 
gamepark gp2x with 200mhz
ARM9 cpu.

Cheers


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Howto: increase screen dimming/blanking timeouts

2007-04-07 Thread Arnim Sauerbier
How to increase screen dimming/blanking timeouts:
 
Thanks to derf in #maemo irc for help on this!
 
To set your display dim and blank timeouts directly (for e.g. to 1/2 hour and 1 
hour - 1800 and
3600 seconds respectively) run this from ssh/xterm:

  gconftool-2 -s /system/osso/dsm/display/display_dim_timeout 1800 -t INT
  gconftool-2 -s /system/osso/dsm/display/display_blank_timeout 3600 -t INT
 
You can also add round values to the list of timeouts that 'display settings' 
shows in the drop
down list. I have tested with 30 and 60 minute settings, as these display 
properly in the
Brightness period and Switch off display drop-down lists.  Setting to an 
odd value like 962
seconds resulted in a blank entry in the list.
 
  gconftool-2 -t list --list-type=int -s 
/system/osso/dsm/display/possible_display_dim_timeouts
[30,60,120,300,600,1800,3600]
  gconftool-2 -t list --list-type=int -s 
/system/osso/dsm/display/possible_display_blank_timeouts
[30,60,120,300,600,1800,3600]

These settings remain persistent after reboot.

Hope these are as heplful to you as they were for me!

Cheers,
Arnim Sauerbier


 

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DosBOX 0.65 running on nokia 770

2007-04-06 Thread Arnim Sauerbier
Just a heads up, DOSBox runs 8088 games nicely on the 770, with 256-color VGA 
and advmame2x
scaling and pc speaker support.  SB16 support works also.

Currently i'm trying to figure out why the mmap2() call breaks requesting more 
than 2MB.

80286 and up is reaal slow. 

---
also gqview compiles and runs out of the box




 

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Netrek and POSE PalmOS emulator for 770 / 800 running

2007-04-05 Thread Arnim Sauerbier
Hi Group,

just wanted to let you know that besides Ur-Quan Masters (Star Control 2), i 
got Netrek running on
the 770 (garage page applied-for).

Potentially more exciting is that POSE PalmOS emulator runs pretty much 
out-of-the-box.
I ran the standard included apps and everything seems to work!

POSE 770 Binary here:  http://www.ln-s.net/NcH

PalmOS BIN image required:  register and download here:

https://www.developerpavilion.com/pa...sp?page_id=364

I was surprised to find that the binary of POSE required no additional 
libraries on my 770.  Fltk
builds everything needed into the resulting executeable. (!) (?)

I've applied for project homes on garage for netrek and pose.

Cheers,
Arnim


 

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UAE Amiga emulator running on Nokia 770

2007-04-05 Thread Arnim Sauerbier
Hi Group,

I just cross-compiled the UAE Amiga emulator to the Nokia 770.  

Getting about 10fps in Arkanoid. It's much prettier than the Atari ST version.
 
The config menu kinda almost works. Keyboard works. Mouse works, but absolute 
positioning with
touchscreen not so much. Sound still not working.
 
Here's a temp. link to the binary for 770 / it2006.
 
http://ln-s.net/NgM
 
It obviously needs a kickstart ROM image, and some disk image to boot (e.g. a 
game).
 
Untar the tgz to /home/user or some other directory (not on MMC1), edit uaerc 
to point to your
kickstart ROM and boot disk image. Then run the ./amiga script.
 
Give it a try, and let me know how it works. See if you can find uaerc options 
to speed up the
emulation. Im applying for a garage page now.

Cheers!
Arnim


 

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