--- Log opened Tue Aug 13 00:00:09 2013 | ||
-!- taotetek is now known as Guest58940 | 01:09 | |
stekern | this is starting to waste more time than I'm willing to spend on this, I think I just hook up a normal ps2 port to the pmod header | 03:30 |
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stekern | it's not even sending anything on the ps2 lines with neither of the mouse I'm connecting | 03:31 |
stekern | no fun staring at the scummvm setting screen without being able to move the mouse :( | 04:45 |
poke53281 | Haha | 05:17 |
stekern | can't you just start a game directly from the command line, without loading it from a start screen? | 05:34 |
stekern | yes you can | 05:35 |
poke53281 | And there is probably some mouse emulation implemented via keyboard | 05:49 |
poke53281 | During that time not everyone had a mouse | 05:50 |
olofk | Oh yes. I've been playing monkey island before I had a mouse :) | 05:54 |
stekern | yeah, maybe | 05:57 |
stekern | it doesn't seem to grok the path I'm giving it though... | 05:57 |
stekern | maybe I should test with the mi demo | 05:58 |
stekern | I see that scummvm segfaults if you hit ctrl-c in jor1k too, I was afraid it'd be a mor1kx bug | 06:01 |
stekern | a bug nevertheless | 06:03 |
stekern | I have a bit of extra debug printks in my kernel, so I can tell it's an unaligned access | 06:03 |
stekern | mi2 is running! | 06:12 |
stekern | "PRESS ENTER TO BEGIN LAME-O COPY PROTECTION" | 06:13 |
* stekern got no enter key... | 06:13 | |
olofk | :( | 06:14 |
olofk | You can have mine | 06:14 |
stekern | well, more fun in the evening, some soldering of ps2 interfaces and I should be ready to go | 06:15 |
stekern | I'm surprised how painlessly SDL compiled for openrisc | 06:18 |
stekern | pleasently surprised, I might add | 06:18 |
olofk | Are any patches needed? | 06:18 |
stekern | no | 06:20 |
stekern | a simple './configure --host=or1k-linux-uclibc && make' is enough | 06:20 |
stekern | well, + the usual search&replace of or32 to or1k too | 06:21 |
stekern | next after scummvm to try is this then: http://www.libsdl.org/projects/doom/ | 06:21 |
olofk | LoneTech and I were talking about running quake with aalib a while ago | 06:21 |
olofk | But all the kids seem to have those fancy color graphics nowadays, so it might be a bit overkill | 06:22 |
stekern | next after that: LAN parties with multiplayer DOOM on openrisc ;) | 06:23 |
olofk | That would be so cool :) | 06:23 |
stekern | feels like mor1kx should have enough oompf for doom | 06:26 |
stekern | the only problem might be driving the framebuffer fast enough | 06:26 |
stekern | and minimum resolution for hdmi is 640x480 | 06:27 |
stekern | so to get less, I have to do some upscaling | 06:27 |
stekern | which shouldn't be hard though | 06:27 |
poke53281 | opensdl does indeed compile pretty well, but no 3D and no sound. | 06:28 |
stekern | well, sound is just a matter of installing alsa, no? | 06:28 |
poke53281 | Yes, just installing alsa and you are done. | 06:28 |
stekern | I've had alsa running in an old linux image | 06:29 |
poke53281 | But without 3D, libSDL is nothing more than a function wrapper. | 06:29 |
poke53281 | So in the end I was not wondering. | 06:29 |
stekern | with 3d it's still nothing more than a function wrapper ;) | 06:30 |
poke53281 | directfb has a lot more complexity inside. | 06:30 |
poke53281 | Unfortunately there is no 3D support for framebuffer. There are some patches lying around somewhere, but they were never implementecd. | 06:30 |
poke53281 | You can compile Mesa and do it yourself by render into a pixmap. | 06:31 |
poke53281 | Actually I wanted to try it. | 06:31 |
stekern | ah, cool | 06:31 |
poke53281 | So, everything I could compile. Source code is somewhere in the web to do it this way. Someone has to try it. | 06:32 |
olofk | We had some thesis workers who did a 3d engine. I wonder how hard it would be to add some driver support to make it run opengl or something like that | 06:38 |
poke53281 | I am getting an unknown opcode error when running ts_test from the tslib package. | 06:38 |
olofk | or at least kms and dri | 06:38 |
poke53281 | Still have to figure out why | 06:38 |
poke53281 | Well, you have to emulate a graphics card | 06:38 |
poke53281 | And write an opengl wrapper which is send outside to a real graphics card | 06:39 |
olofk | Yes, I imagine it would be a huge job to do it in jor1k. I was mainly thinking about FPGA implementations | 06:40 |
poke53281 | Unfortunately graphics driver development for the newest opengl specifications belongs to the most complicated things you can imaging. E. G. You have to write your own compiler | 06:41 |
stekern | "Unfortunately", I guess it all depends what wags your tail ;) | 06:42 |
poke53281 | The graphics card hardware would be much more complicated than the openrisc core. | 06:42 |
olofk | It doesn't have to be, though. I guess you can do a lot of operations in sw, and only accelerate some parts. Isn't that what glade did? | 06:43 |
poke53281 | But if I could write a OpenGL wrapper for jor1k to send it to WebGL, I would definitely get a news on every IT (nerd) news site on this planet. | 06:45 |
olofk | :) | 06:45 |
olofk | And yes, I think you're right. Be prepared for some serious slashdotting in that case | 06:47 |
stekern | man, that'd be cool | 06:47 |
poke53281 | github should be prepared :) | 06:49 |
olofk | haha. I see why you keep it on github now ;( | 06:50 |
olofk | s/(/) | 06:50 |
olofk | Hmm.. I don't think sed wouldn't like that expression | 06:50 |
olofk | s/wouldn't/would | 06:51 |
olofk | Has anyone looked at MemoryLoad.cpp in the orpsocv2 sysc testbench? I would like to know if that's a decent elf loader, or if I should use something else | 06:55 |
poke53281 | I am indeed a little bit afraid. If I am continue with the project and implement a lot of fun stuff there will be sooner or later a big news site report about it. At this moment the size of the image is 7MB. I don't know if my 10Euro/month server could handle this. | 06:58 |
poke53281 | Well, I will reduce the size to 2MB+x in the future by loading on demand. | 06:58 |
olofk | You can start the framebuffer early and show ads while the kernel is booting :) | 06:59 |
stekern | hmm, fbgrab isn't really endian aware | 07:51 |
olofk | Is it possible to tunnel all data from a bluetooth device over an ethernet connection in linux. Does anyone know? | 08:25 |
stekern | I would be surprised if it wouldn't be possible. | 08:50 |
stekern | I'm of no help how to do it though | 08:51 |
stekern | poor Bernard have nothing to do without anyone giving him directions: http://oompa.chokladfabriken.org/skarmskjut/ordott.png | 09:43 |
olofk | hahaha | 10:12 |
stekern | I'm as eager starting playing it now as I was when I first downloaded it with a 9600 modem =P | 10:12 |
olofk | Just let him stay there for 200 years | 10:12 |
olofk | Yeah, I know. I got the same feeling. Can't wait to get home and put my baby to sleep :) | 10:13 |
juliusb | olofk: MemoryLoad.cpp was ripped out of or1ksim by me... it appears to work OK | 10:42 |
juliusb | and... I like this talk of games on OpenRISC systems | 10:42 |
juliusb | I haven't been keeping up enough - have people ported games like mi2 and doom to Linux? | 10:43 |
juliusb | I guess the source for these has been out a while? | 10:43 |
juliusb | I always really wanted to run redneck rampage on FPGA for some reason... haha | 10:43 |
juliusb | but doom or quake would be fine too :) | 10:43 |
stekern | juliusb: poke53281 started the avalanche by adding scummvm support to his jor1k, being a huge lucasart adventure game fan, I couldn't resist taking up the challenge to get it up and running on mor1kx | 10:45 |
juliusb | ahh, I see it's some lucasarts-specific thing. | 10:46 |
juliusb | full throttle was my first exposure to those games, I got a copy only a few years back and played it again, I love it | 10:47 |
stekern | yeah, it's a script interpreter for the scumm script language used to create those games | 10:47 |
stekern | well, actually, it supports non lucasart games too nowadays (like the sierra series, larry, pq etc), but that's how it started out | 10:48 |
juliusb | oh wow ok, so they were interpreted? not binaries? | 10:53 |
stekern | I don't know the details, but I guess "scripted on a very high level" | 10:54 |
LoneTech | iirc it's bytecode, so pre-parsed, and the VM had primitives for graphics and such | 10:54 |
juliusb | ah ok | 10:54 |
juliusb | cool! | 10:54 |
LoneTech | basically an extension of the classical text adventure system to do animated illustrations and point and click | 10:55 |
stekern | full throttle was fun, but it was the beginning of an end of the golden era, I remember how I despised the motor cycle chase in it | 10:57 |
juliusb | well, I've got no idea even how the classical text adventure systems work, but I guess it's some engine that you script | 10:57 |
juliusb | stekern: oh, how that required a bit of twitch gaming? | 10:57 |
stekern | yes, IMO that has no place in the adventure games | 10:58 |
stekern | maybe I'm just slow, and that's why I love those games so much =P | 10:59 |
juliusb | I know what you mean | 10:59 |
stekern | no stress, just relaxing brain gymnastics | 10:59 |
LoneTech | I think one of the nicest recent releases I've seen is Brothers. It's not a point and click, but a two-stick platformish puzzle adventure | 11:00 |
LoneTech | not much replay value to it, possibly, but wonderful scene design, like Ico | 11:00 |
LoneTech | (which I loved except for the battle system, which was just tedious) | 11:01 |
juliusb | LoneTech: you're talking about full throttle? | 11:01 |
stekern | I've missed that (brothers) | 11:02 |
juliusb | sorry, ignore me.... I misread something | 11:02 |
juliusb | that's an impressive list of games: http://scummvm.org/compatibility/ | 11:03 |
stekern | the tales of monkey island series was actually pretty good too | 11:03 |
stekern | http://en.wikipedia.org/wiki/Tales_of_Monkey_Island | 11:03 |
stekern | better than the escape from monkey island flop | 11:05 |
olofk | I love both monkey island games | 11:24 |
olofk | juliusb: MemoryLoad.cpp looks quite simple. Is that really all that's needed to decode an elf file? | 11:25 |
stekern | olofk: there are 4 monkey island games in the original series + the 5 episodes in the tales of mi | 11:28 |
olofk | stekern: No! There are two! | 11:28 |
olofk | There are also only two | 11:29 |
stekern | I can go as far as counting away efmi, but I claim curse of monkey island is fullworthy! | 11:29 |
olofk | Yeah ok. mi3 was good too | 11:30 |
olofk | Even though it was in SVGA | 11:30 |
stekern | they really lost it's when they went 3d | 11:30 |
olofk | Just like Simon the Sorcerer :( | 11:30 |
stekern | grim fandango actually had a pretty good story, but it was so butt ugly that I almost had to force myself through it | 11:31 |
olofk | Discworld Noir was good though, even if it was 3d | 11:31 |
stekern | s/it's/it | 11:31 |
olofk | I have Grim Fandango at home, but I haven't played it. People say it's fun, but that the controls are a pain | 11:31 |
olofk | I used to have scummvm on my n900 so I could play on the bus. God, I miss that phone :( | 11:33 |
stekern | me too | 11:33 |
olofk | I got my Jolla t-shirt last week | 11:33 |
olofk | Now I'm just waiting for the phone. I don't except a keyboard, but at least it runs glibc | 11:34 |
stekern | the 10" tablet I've got is actually pretty optimal for scummvm | 11:34 |
olofk | How does that work when you use your fingers? I thought you more or less had to have a pen to do some of the pixel hunts | 11:34 |
olofk | oh... is scummvm ported to android btw? | 11:35 |
stekern | yes | 11:35 |
stekern | and on a 10" screen it actually works very well with fingers | 11:35 |
olofk | How does that work? Do they have to redo the whole engine in java, or can they recompile the c code for android somehow? | 11:36 |
stekern | you can do native code in android | 11:36 |
olofk | But does that work for android on MIPS and x86 too? There aren't only arm androids, right? | 11:37 |
stekern | there are c compilers for mips and x86 too, right? =P | 11:37 |
stekern | yes, it works | 11:37 |
stekern | the android sdk comes with gcc and clang/llvm toolchains for mips and x86 too | 11:38 |
stekern | you have to do seperate packages for x86/mips/arm if you have native code, naturally | 11:38 |
olofk | But how does it know that when I download from play store? Is it a fat binary with all versions, or do they select one from the server? | 11:38 |
olofk | ah ok | 11:39 |
stekern | I think your device says "hello, I'm MIPS" to play store | 11:39 |
stekern | not sure though | 11:39 |
olofk | Makes sense | 11:39 |
olofk | I always thought you had to redo the whole thing in java, and I was so impressed that a lot of projects got their android ports running so quickly. Seemed like massive work to do the rewrite | 11:40 |
stekern | I haven't done any serious android hacking, but from what I've seen, it's more of a "real" Linux than I thought | 11:40 |
olofk | How can I tell verilator that I have several C files that I want to compile? It seems like it thinks that all files except for the last one in the args list is verilog files | 11:45 |
olofk | ahh.. or do I make separate objects from the RTL and the C code and link them together afterwards? | 11:48 |
LoneTech | there are other options for native code as well. if you use renderscript, the android device itself compiles to native | 12:43 |
olofk | verilator support was a lot more work than I had hoped for | 13:03 |
juliusb | olofk: I'm not sure I've ever done it, I just looked through rdiez's stuff and he only ever used a single c++ file with the verilog | 13:20 |
juliusb | can't find the compile command in a makefile anywhere, though... | 13:20 |
juliusb | I would be inclined to compile the other C files first, though | 13:21 |
juliusb | actually, no, he passed multiple .cpp files: https://github.com/rdiez/orbuild/blob/master/Scripts/Projects/OpenRISC/Tools/SimulatorBuildScripts/BuildSim-OR10-Verilator.sh | 13:24 |
olofk | I've benn looking at the orpsocv2 makefile. It looks like it's creates a bunch of .o files. Turns most of them into a .a archive and finally links it together with the OrpsocMain object file. Does that seem correct? | 13:32 |
juliusb | yep | 13:35 |
juliusb | it's a bit over the top, but I'm not sure if we have to do it that way. I basically took all of that set up from Jeremy Bennett's app notes on using Verilator | 13:35 |
olofk | I'll probably have to rewrite some pars to make it a bit more modular, but hopefully I can reuse a lot of the orpsocv2 stuff | 13:39 |
olofk | Enlighten me... can I link multiple .a files, but only one .o file+ | 13:43 |
olofk | s/+/? | 13:43 |
olofk | I'm looking at the last rule in the generated makefile for verilator, and I'm thinking that I can build all the cpp stuff and set VK_USER_OBJS to those objects/libraries. That would make the workflow a bit nicer | 13:44 |
olofk | Hmm.. I'm starting to understand now. If --exe and one cpp file is supplied to verilator, it creates makefile rules to build an executable of the verilated RTL code together with the cpp file | 14:27 |
olofk | If not the --exe switch is set, it just stops after creating <model>__ALL.a and excepts the user to do the rest | 14:28 |
olofk | Oh well. My time of paid orpsoc development is over now :( | 14:29 |
juliusb | olofk: that rings a bell | 14:32 |
juliusb | verilator has a pretty got set of docs on its website regarding the different ways of compiling it | 14:32 |
arokux1 | hi guys, do you have an usb host controller IP? | 14:55 |
stekern | there is one at opencores that have been used | 14:59 |
arokux1 | stekern, is it using wishbone or ahb? | 15:01 |
arokux1 | (maybe it could be interesting for you guys, if you didn't know it yet: http://www.gaisler.com/index.php/products/ipcores/soclibrary this is a GPL IP library) | 15:06 |
stekern | arokux1: wishbone | 16:44 |
stekern | and yes, I think most of the people here are aware of gaisler | 16:46 |
mor1kx | [mor1kx] skristiansson pushed 11 new commits to master: https://github.com/openrisc/mor1kx/compare/c295a868f80c...f850ba8faf96 | 19:24 |
mor1kx | mor1kx/master 1966946 Stefan Kristiansson: immu: prevent tlb_miss from being signaled when busy is asserted | 19:24 |
mor1kx | mor1kx/master f49885e Stefan Kristiansson: dcache: prevent dbus_we_o from toggling independent from dbus_req_o | 19:24 |
mor1kx | mor1kx/master 62c3967 Stefan Kristiansson: cappuccino/lsu: prevent exceptions on pipeline_flush_i... | 19:24 |
olofk | What's really the difference between an object file and an archive? | 19:51 |
stekern | an archive (can) contain several object files | 20:50 |
juliusb | but an archive is not a library, right? | 21:00 |
olofk | Sometimes I wonder how I got this far without properly learning C basics :) | 22:24 |
olofk | But can you also combine several object files into one object? | 23:02 |
--- Log closed Wed Aug 14 00:00:10 2013 |
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