| Commit message (Collapse) | Author | Age |
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Change-Id: I68d0d0820a30054ee67a71f36bddb6b55615b2e6
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Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9
MIT Licensed. Some games still crash and others are unplayable due to
issues with controls. Still need a "real" polygon filling algorithm.
The following games are at least partially broken for various reasons:
Cube: failed assertion with "Icosahedron" setting
Keen: input issues
Mines: weird stuff happens on target
Palisade: input issues
Solo: input issues, crash on target (stack overflow maybe?)
Towers: input and drawing issues
Undead: input issues
Unequal: input and drawing issues
Untangle: input issues
Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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Change-Id: I6f1e11867dd1633848170fbf7d5073e943e5b629
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Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9
MIT Licensed. Some games still crash and others are unplayable due to
issues with controls. Still need a "real" polygon filling algorithm.
The following games are at least partially broken for various reasons:
Cube: crash with certain settings
Galaxies: crash
Inertia: crash
Keen: input issues
Loopy: weird stuff happens
Map: crash on input
Mines: weird stuff happens on target
Palisade: input issues
Signpost: crash on input
Solo: input issues
Towers: input and drawing issues
Train Tracks: drawing issues
Twiddle: weird animation on target
Undead: input and drawing issues
Unequal: input and drawing issues
Untangle: input issues
All in all, about 40% of the games are at least partially broken.
Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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Change-Id: I1c02ad0476eb055eac78ecf717dbff07510ceef7
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Change-Id: I66c3920266e141767b776203e0c4f0076260dadc
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Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9
MIT Licensed. Some games still crash and others are unplayable due to
issues with controls. Still need a "real" polygon filling algorithm.
The following games are at least partially broken for various reasons:
Cube: crash with certain settings
Galaxies: crash
Inertia: crash
Keen: input issues
Loopy: weird stuff happens
Map: crash on input
Mines: weird stuff happens on target
Palisade: input issues
Signpost: crash on input
Solo: input issues
Towers: input and drawing issues
Train Tracks: drawing issues
Twiddle: weird animation on target
Undead: input and drawing issues
Unequal: input and drawing issues
Untangle: input issues
All in all, about 40% of the games are at least partially broken.
Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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Change-Id: I5d28ade42145d9d82babcf62c0db7948927cafec
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Fixes sound on most platforms, original root cause was bad menu code
as well as DMA callbacks taking too long. Worked around with smaller
chunk sizes. Permanent fix would include moving mixing out of the
callback. Rewrites input with code from rockboy/doom. Cherry-picks a
change from Gregory Montoir's `rawgl' to patch the code wheel
screen. Finally, adds a motion blur filter on select targets.
Change-Id: I8df549c923c5075800c6625c36c8202e53de1d27
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Change-Id: I1bf6ecc5bb5275fd4addd3fdb62a89df441afe81
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Change-Id: Ie7797ea3dd9cae4ee7f83da8031fad9695109693
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!!! This is work in progress !!!!
Original sources of library taken from android tree:
https://android.googlesource.com/platform/external/svox/+/master/pico/lib/
The license is Apache2 which is rather permissive.
So far I tested this with english text in simulator.
Change-Id: Ia597987edc969eba04f91c5755dd297fd3037a95
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Change-Id: I1b8272a486ba2377e5047855acda3f80aa92c232
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The new code gets closer to an actual bootloader:
- it provides a menu with three options: Sony, Rockox, tools with icons (and
extracts the Sony logo from the NVP)
- the dualboot install script now creates a symlink from /.rockbox to
/contents/.rockox which is necessary to run rockbox
- more text drawing / framebuffer functions
In the long run, we will move this under bootloader/ and rbutil/ and also use
firmware/ drawing facilities, at the moment we use OF display program which
is slow and creates some flickering.
The logo extraction/placement code was tested with resolution 240x320 and I
guessed some reasonable values for 240x400, but those will probably need some
tweaking.
Change-Id: I0319be902d21a7d33c1dee0fffdb4797065dbf8a
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Now that we have a nice database of player index, the scsitool becomes more
useful and supports a lot more players. I did some general cleanup of the code,
though eventually it would be nice to really split it into a library and a CLI.
The SCSI vendor command allow to read but also write most NVP nodes. Since there
seems to a demand to change destination and sound pressure settings on device,
I implement this feature in the tool. I do not plan to allow arbitrary NVP
writes because this could easily brick the device. Changing the destination
should be safe, but as usual, use at your own risks.
Change-Id: Iff4e8cc3ac97b965c1df849051c5fd373756cda5
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Using the database, we can now safely read/write the NVP. I also add more
support for Sony's "display" tool.
Change-Id: I8439fe9bad391c7f29859d99f236781be7983625
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There must be an evil genius in Sony's Walkman division. Someone who made sure
that each model is close enough to the previous one so that little code is needed
but different enough so that an educated guess is not enough.
Each linux-based Sony player has a model ID (mid) which is a 32-bit integer.
I was able to extract a list of all model IDs and the correspoding name of
the player (see README). This gives us 1) a nice list of all players (because
NWZ-A729 vs NWZ-A729B, really Sony?) 2) an easy way to find the name of player
programatically. It seems that the lower 8-bit of the model ID gives the storage
size but don't bet your life on it. The remaining bytes seem to follow some kind
of pattern but there are exceptions.
From this list, I was able to build a list of all Sony's series (up to quite
recent one). The only safe way to build that is by hand, with a list of series,
each series having a list of model IDs. The notion of series is very important
because all models in a series share the same firmware.
A very important concept on Sony's players is the NVP, an area of the flash
that stores data associated with keys. The README contains more information but
basically this is where is record the model ID, the destination, the boot flags,
the firmware upgrade flags, the boot image, the DRM keys, and a lot of other stuff.
Of course Sony decided to slightly tweak the index of the keys regularly over time
which means that each series has a potentially different map, and we need this map
to talk to the NVP driver. Fortunately, Sony distributes the kernel for all its
players and they contain a kernel header with this information. I wrote a script
to unpack kernel sources and parse this header, producing a bunch of nw-*.txt
files, included in this commit. This map is very specific though: it maps Sony's
3-letter names (bti) to indexes (1). This is not very useful without the
decription (bti = boot image) and its size (262144). This information is harder
to come by, and is only stored in one place: if icx_nvp_emmc.ko drivers, found
on the device. Fortunately, Sony distributes a number of firmware upgrade, that
contain the rootfs, than once extracted contain this driver. The driver is a
standard ELF files with symbols. I wrote a parsing tool (nvptool) that is able
to extract this information from the drivers. Using that, I produced a bunch
of nodes-nw*.txt files. A reasonable assumption is that nodes meaning and
size do not change over time (bti is always the boot image and is always
262144 bytes), so by merging a few of those file, we can get a complete picture
(note that some nodes that existed in older player do not exists anymore so
we really need to merge several ones from different generations).
The advantage of storing all this information in plain text files, is that it
now makes it easy to parse it and produce whatever format we want to use it.
I wrote a python script that parses all this mess and produces a C file and
header with all this information (nwz_db.{c,h}).
Change-Id: Id790581ddd527d64418fe9e4e4df8e0546117b80
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There is no need to store the key and sig since those are derived from the KAS
anyway.
Change-Id: I228913b1cb32e496db265e9a7aaf3bb4200a9f6b
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0e2b490 introduced rework of usb driver which was broken. It was reverted
in f2da975 to restore hwstub functionality on ATJ.
This commit reenables usb rework AND fixes remining issues.
The problem was with 0 length OUT thransfers. Additionally
a few cleanups were made.
Change-Id: I529ea9ad6540509e9287ca7e1cd2b44369b03cbb
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This reverts commit 0e2b4908d012dbd45a58002774f32b64ea8f83e3.
Although I swear it was tested it apparently broke hwstub on atj.
I will need to investigate more whats going on. Revert for now.
Change-Id: I2ff3adf8c72bb0e53be7d81b975382adfb700eab
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Change-Id: Iab5b232d0b8e664c710a1bd6145edae16e261a64
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Change-Id: Ib64bdc349194f14802c3e669eb376bd9619f0d26
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Should fix sound on most platforms... right now the main issue is the
mixer callback taking too long and causing the DMA to hang or crash on
some systems. Worked around for now with small chunk sizes, permanent
fix would involve moving mixing totally out of the callback. Also
rewrites input code with code taken from rockboy which was also used
in doom, which finally makes it possible to beat the first level!
Finally, cherry-picks a change from Gregory Montoir's `rawgl' to
always succeed on the code wheel verification.
Change-Id: I8df549c923c5075800c6625c36c8202e53de1d27
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Change-Id: Ia9143508c90f1c4be8018c801038ea751c1d4cb3
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Change-Id: If9e846be4c03c0f61c5813fc3522aa472a70fbc2
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Change-Id: I5faeed8e94af065ae51437dc36d7f48a03acad54
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Change-Id: I3ce3f7d5c8cab0c01ef45c692acd174a2a8b3fff
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Change-Id: I554641ab318ab7b6952ea6cbe3ac04f39431deae
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This reverts commit 173d9fb38b029122e85610a69334ddb44107bd78.
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Change-Id: I5d1d79949fe9da2fd97d0711e1d1a19b7a966cea
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Change-Id: Iad54233a3575c0117f88ce7a1e89bfa639760f63
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Change-Id: I4ac259e6cd7b707ca725c6ba1c526f5aeed56b71
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Change-Id: Ib6fa4a71014f718dd05cb754b80156c2e74ca1ea
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Change-Id: I32e23035a608ee04a69690975ab4bf629a902388
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Sony added extensions to the frambuffer interface. It is important to take them
into account since the OF uses them and might leave the framebuffer in an
unusual state which would make the dualboot not display anything. Also rework
the dualboot code so that it can boot rockbox (not doing anything at the moment),
display all tools or boot the OF.
Change-Id: Ia0f589c9ec8558f375270841503c0964aff07f0b
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At the moment, the script install_duaboot does the following:
- rename SpiderApp to SpiderApp.of (unless it already exists)
- install payload as SpiderApp
- fixes permissions
Since SpiderApp is the main app, it will execute instead of the OF.
The current dualboot code (dualboot.c) is still a preliminary but the current
version displays an "all tools" menu to choose for. When exitting the menu
using BACK, it will run the OF.
With the modifications made by the install script, it should not be possible
to break the device. In the worst case scenario, the dualboot code crashes
and it restarted by the sysmgrd, or hangs. A safe way to recover is to plug
the USB cable and reset the device: the system manager will then start the
USB app and one can reflash the device if necessary.
Change-Id: Id9edab0347538ad2a8651a28aea7fd083feaa626
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Unify series names: e46x -> e460 to be consistent with Sony' name. Add keys
for various players that were cracked using upgtools. The real KAS would need
to be extracted from a target but at least we can open/create firmware upgrades.
Change-Id: Id23a10e10170d7f6330c6699bf205c4df5ddebfe
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This new tool (all_tools) embeds all the other tools and provides a menu to
choose which one to run.
Change-Id: I0e07864dd46559a7079b0f942c25155e6fa07112
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Since the nwz_lib does not have any nvp code yet, it's quite of ugly hack
with hardcoded nvp node (11) for shipment information (shp). Thus I whitelisted
two series (NWZ-E460 and NWZ-A860) which I know for sure use this node ID.
Change-Id: I94c9b0db1f9d7ad764d2aa50576a911e710f25e1
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This list can map from model id to device name. It was automatically extracted
from Sony's tools. In the future, we will probably generate it from a clean
database containing more useful information.
Change-Id: Ibe580edf25b60bf0bf4aef4a06f40dddd19c5404
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This is useful because there is no easy way to get it except from Sony's tool,
unless one knows the npv node, but that requires to know the model already...
Change-Id: I202f7cdb2f7cf924cc5bdb53c17e34600d4bf153
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The new search has two new features:
- it takes advantage of the fact that DES keys are only 56-bit long (and not 64)
- it is now multithreaded
As a proof of concept, I ran it on the A10 series firmware upgrade and was able
to find the key in a few seconds using 4 threads. The search is still limited
to ascii hex passwords (seems to work on all devices I have tried thus far).
Change-Id: Ied080286d2bbdc493a6ceaecaaadba802b429666
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The power off/option does not exist on some models.
Change-Id: Ifb45293b3b3faa96d9fece2340cbd98299a4a0b7
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Change-Id: I55ca29627801b5e760d1dbe407d96cd055f659ab
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Change-Id: I0acd3db2f644f4521da715d4931315bdb7548eae
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Change-Id: Ic3ef964e8b5cc7b8ca3f02f141e9e4436a4d41db
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Change-Id: I4bef0824eeed54238578d8b24a9845e8602d61af
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This is code is intended to development into a library of code for the NWZ that
will be useful to write the "bootloader" on those device. At the same time, it
comes with test programs that are easy to run in firmware upgrade mode and also
provide a great test bench for the library. At the moment, two test programs are
available:
- test_display: simply prints two messages using /usr/bin/lcdmsg
- test_keys: displays input key event
Change-Id: I9d214894ffc9127b528fcdd3eb5d6b61f4e657a7
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The new script allows the upgrade to execute a file found on the user partition.
Change-Id: I564941d01bcdbae050002e77cb119f3d95ecdc21
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