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From: <mi...@pr...> - 2004-01-26 20:07:55
|
Update of /cvsroot/gc-linux/linux/drivers/video In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv7923 Added Files: Kconfig Makefile fbmem.c gamecubefb.c Log Message: added preliminary framebuffer code it doesn't work yet, and it lacks the algorithm for YCbYCr encoding, but it already clears the screen, and once it works better, we should be able to see *something*, even if the colours are wrong. tmbinc's console driver is still enabled, so both drivers are supposed to write to the screen. --- NEW FILE: Kconfig --- # # Video configuration # menu "Graphics support" config FB bool "Support for frame buffer devices" ---help--- The frame buffer device provides an abstraction for the graphics hardware. It represents the frame buffer of some video hardware and allows application software to access the graphics hardware through a well-defined interface, so the software doesn't need to know anything about the low-level (hardware register) stuff. Frame buffer devices work identically across the different architectures supported by Linux and make the implementation of application programs easier and more portable; at this point, an X server exists which uses the frame buffer device exclusively. On several non-X86 architectures, the frame buffer device is the only way to use the graphics hardware. The device is accessed through special device nodes, usually located in the /dev directory, i.e. /dev/fb*. You need an utility program called fbset to make full use of frame buffer devices. Please read <file:Documentation/fb/framebuffer.txt> and the Framebuffer-HOWTO at <http://www.tahallah.demon.co.uk/programming/prog.html> for more information. Say Y here and to the driver for your graphics board below if you are compiling a kernel for a non-x86 architecture. If you are compiling for the x86 architecture, you can say Y if you want to play with it, but it is not essential. Please note that running graphical applications that directly touch the hardware (e.g. an accelerated X server) and that are not frame buffer device-aware may cause unexpected results. If unsure, say N. config FB_CIRRUS tristate "Cirrus Logic support" depends on FB && (AMIGA || PCI) && BROKEN ---help--- This enables support for Cirrus Logic GD542x/543x based boards on Amiga: SD64, Piccolo, Picasso II/II+, Picasso IV, or EGS Spectrum. If you have a PCI-based system, this enables support for these chips: GD-543x, GD-544x, GD-5480. Please read the file <file:Documentation/fb/cirrusfb.txt>. Say N unless you have such a graphics board or plan to get one before you next recompile the kernel. config FB_PM2 tristate "Permedia2 support" depends on FB && (AMIGA || PCI) && BROKEN help This is the frame buffer device driver for the Permedia2 AGP frame buffer card from ASK, aka `Graphic Blaster Exxtreme'. There is a product page at <http://www.ask.com.hk/product/Permedia%202/permedia2.htm>. config FB_PM2_FIFO_DISCONNECT bool "enable FIFO disconnect feature" depends on FB_PM2 && PCI help Support the Permedia2 FIFOI disconnect feature (see CONFIG_FB_PM2). config FB_PM2_PCI bool "generic Permedia2 PCI board support" depends on FB_PM2 && PCI help Say Y to enable support for Permedia2 AGP frame buffer card from 3Dlabs (aka `Graphic Blaster Exxtreme') on the PCI bus. config FB_PM2_CVPPC bool "Phase5 CVisionPPC/BVisionPPC support" depends on FB_PM2 && AMIGA help Say Y to enable support for the Amiga Phase 5 CVisionPPC BVisionPPC framebuffer cards. Phase 5 is no longer with us, alas. config FB_ACORN bool "Acorn VIDC support" depends on FB && ARM && ARCH_ACORN help This is the frame buffer device driver for the Acorn VIDC graphics hardware found in Acorn RISC PCs and other ARM-based machines. If unsure, say N. config FB_ANAKIN bool "Anakin LCD support" depends on FB && ARM && ARCH_ANAKIN config FB_CLPS711X bool "CLPS711X LCD support" depends on FB && ARM && ARCH_CLPS711X config FB_SA1100 bool "SA-1100 LCD support" depends on FB && ARM && ARCH_SA1100 help This is a framebuffer device for the SA-1100 LCD Controller. See <http://www.linux-fbdev.org/> for information on framebuffer devices. If you plan to use the LCD display with your SA-1100 system, say Y here. choice prompt "CerfBoard LCD Display Size" depends on FB_SA1100 && SA1100_CERF default CERF_LCD_57_A config CERF_LCD_38_A bool "3.8_Color" config CERF_LCD_38_B bool "3.8_Mono" config CERF_LCD_57_A bool "5.7" config CERF_LCD_72_A bool "7.2" endchoice config SA1100_CERF_LCD_BACKLIGHT bool "Cerfboard Backlight (CerfPDA)" depends on FB_SA1100 && SA1100_CERF_CPLD config FB_CYBER2000 tristate "CyberPro 2000/2010/5000 support" depends on FB && PCI help This enables support for the Integraphics CyberPro 20x0 and 5000 VGA chips used in the Rebel.com Netwinder and other machines. Say Y if you have a NetWinder or a graphics card containing this device, otherwise say N. config FB_APOLLO bool depends on FB && APOLLO default y config FB_Q40 bool depends on FB && Q40 default y config FB_AMIGA tristate "Amiga native chipset support" depends on FB && AMIGA help This is the frame buffer device driver for the builtin graphics chipset found in Amigas. To compile this driver as a module, choose M here: the module will be called amifb. config FB_AMIGA_OCS bool "Amiga OCS chipset support" depends on FB_AMIGA help This enables support for the original Agnus and Denise video chips, found in the Amiga 1000 and most A500's and A2000's. If you intend to run Linux on any of these systems, say Y; otherwise say N. config FB_AMIGA_ECS bool "Amiga ECS chipset support" depends on FB_AMIGA help This enables support for the Enhanced Chip Set, found in later A500's, later A2000's, the A600, the A3000, the A3000T and CDTV. If you intend to run Linux on any of these systems, say Y; otherwise say N. config FB_AMIGA_AGA bool "Amiga AGA chipset support" depends on FB_AMIGA help This enables support for the Advanced Graphics Architecture (also known as the AGA or AA) Chip Set, found in the A1200, A4000, A4000T and CD32. If you intend to run Linux on any of these systems, say Y; otherwise say N. config FB_CYBER tristate "Amiga CyberVision 64 support" depends on FB && ZORRO && BROKEN help This enables support for the Cybervision 64 graphics card from Phase5. Please note that its use is not all that intuitive (i.e. if you have any questions, be sure to ask!). Say N unless you have a Cybervision 64 or plan to get one before you next recompile the kernel. Please note that this driver DOES NOT support the Cybervision 64/3D card, as they use incompatible video chips. config FB_VIRGE bool "Amiga CyberVision 64/3D support " depends on FB && ZORRO && BROKEN help This enables support for the Cybervision 64/3D graphics card from Phase5. Please note that its use is not all that intuitive (i.e. if you have any questions, be sure to ask!). Say N unless you have a Cybervision 64/3D or plan to get one before you next recompile the kernel. Please note that this driver DOES NOT support the older Cybervision 64 card, as they use incompatible video chips. config FB_RETINAZ3 tristate "Amiga Retina Z3 support" depends on FB && ZORRO && BROKEN help This enables support for the Retina Z3 graphics card. Say N unless you have a Retina Z3 or plan to get one before you next recompile the kernel. config FB_FM2 bool "Amiga FrameMaster II/Rainbow II support" depends on FB && ZORRO help This is the frame buffer device driver for the Amiga FrameMaster card from BSC (exhibited 1992 but not shipped as a CBM product). config FB_ATARI bool "Atari native chipset support" depends on FB && ATARI && BROKEN help This is the frame buffer device driver for the builtin graphics chipset found in Ataris. config FB_OF bool "Open Firmware frame buffer device support" depends on FB && (PPC64 || PPC_OF) help Say Y if you want support with Open Firmware for your graphics board. config FB_CONTROL bool "Apple \"control\" display support" depends on FB && PPC_PMAC help This driver supports a frame buffer for the graphics adapter in the Power Macintosh 7300 and others. config FB_PLATINUM bool "Apple \"platinum\" display support" depends on FB && PPC_PMAC help This driver supports a frame buffer for the "platinum" graphics adapter in some Power Macintoshes. config FB_VALKYRIE bool "Apple \"valkyrie\" display support" depends on FB && (MAC || PPC_PMAC) help This driver supports a frame buffer for the "valkyrie" graphics adapter in some Power Macintoshes. config FB_CT65550 bool "Chips 65550 display support" depends on FB && PPC help This is the frame buffer device driver for the Chips & Technologies 65550 graphics chip in PowerBooks. config FB_IMSTT bool "IMS Twin Turbo display support" depends on FB && PCI help The IMS Twin Turbo is a PCI-based frame buffer card bundled with many Macintosh and compatible computers. config FB_S3TRIO bool "S3 Trio display support" depends on FB && PPC help If you have a S3 Trio say Y. Say N for S3 Virge. config FB_VGA16 tristate "VGA 16-color graphics support" depends on FB && (X86 || PPC) help This is the frame buffer device driver for VGA 16 color graphic cards. Say Y if you have such a card. To compile this driver as a module, choose M here: the module will be called vga16fb. config FB_STI tristate "HP STI frame buffer device support" depends on FB && PARISC default y ---help--- STI refers to the HP "Standard Text Interface" which is a set of BIOS routines contained in a ROM chip in HP PA-RISC based machines. Enabling this option will implement the linux framebuffer device using calls to the STI BIOS routines for initialisation. If you enable this option, you will get a planar framebuffer device /dev/fb which will work on the most common HP graphic cards of the NGLE family, including the artist chips (in the 7xx and Bxxx series), HCRX, HCRX24, CRX, CRX24 and VisEG series. It is safe to enable this option, so you should probably say "Y". config FB_MAC bool "Generic Macintosh display support" depends on FB && MAC # bool ' Apple DAFB display support' CONFIG_FB_DAFB config FB_HP300 bool depends on FB && HP300 default y config FB_TGA tristate "TGA framebuffer support" depends on FB && ALPHA help This is the frame buffer device driver for generic TGA graphic cards. Say Y if you have one of those. config FB_VESA bool "VESA VGA graphics support" depends on FB && (X86 || X86_64) help This is the frame buffer device driver for generic VESA 2.0 compliant graphic cards. The older VESA 1.2 cards are not supported. You will get a boot time penguin logo at no additional cost. Please read <file:Documentation/fb/vesafb.txt>. If unsure, say Y. config VIDEO_SELECT bool depends on FB_VESA default y config FB_HGA tristate "Hercules mono graphics support" depends on FB && X86 help Say Y here if you have a Hercules mono graphics card. To compile this driver as a module, choose M here: the module will be called hgafb. As this card technology is 15 years old, most people will answer N here. config VIDEO_SELECT bool depends on FB && X86 default y config FB_SGIVW tristate "SGI Visual Workstation framebuffer support" depends on FB && X86_VISWS help SGI Visual Workstation support for framebuffer graphics. config BUS_I2C bool depends on FB && VISWS default y config FB_SUN3 bool "Sun3 framebuffer support" depends on FB && (SUN3 || SUN3X) && BROKEN config FB_BW2 bool "BWtwo support" depends on FB && ((SPARC32 || SPARC64) && FB_SBUS || (SUN3 || SUN3X) && FB_SUN3) help This is the frame buffer device driver for the BWtwo frame buffer. config FB_CG3 bool "CGthree support" depends on FB && ((SPARC32 || SPARC64) && FB_SBUS || (SUN3 || SUN3X) && FB_SUN3) help This is the frame buffer device driver for the CGthree frame buffer. config FB_CG6 bool "CGsix (GX,TurboGX) support" depends on FB && ((SPARC32 || SPARC64) && FB_SBUS || (SUN3 || SUN3X) && FB_SUN3) help This is the frame buffer device driver for the CGsix (GX, TurboGX) frame buffer. config FB_PVR2 tristate "NEC PowerVR 2 display support" depends on FB && SH_DREAMCAST ---help--- Say Y here if you have a PowerVR 2 card in your box. If you plan to run linux on your Dreamcast, you will have to say Y here. This driver may or may not work on other PowerVR 2 cards, but is totally untested. Use at your own risk. If unsure, say N. To compile this driver as a module, choose M here: the module will be called pvr2fb. You can pass several parameters to the driver at boot time or at module load time. The parameters look like "video=pvr2:XXX", where the meaning of XXX can be found at the end of the main source file (<file:drivers/video/pvr2fb.c>). Please see the file <file:Documentation/fb/pvr2fb.txt>. config FB_PVR2_DEBUG bool "Debug pvr2fb" depends on FB_PVR2=y help Say Y here if you wish for the pvr2fb driver to print out debugging messages. Most people will want to say N here. If unsure, you will also want to say N. config FB_E1355 bool "Epson 1355 framebuffer support" depends on FB && SUPERH help Build in support for the SED1355 Epson Research Embedded RAMDAC LCD/CRT Controller (since redesignated as the S1D13505) as a framebuffer. Product specs at <http://www.erd.epson.com/vdc/html/products.htm>. config E1355_REG_BASE hex "Register Base Address" depends on FB_E1355 default "a8000000" help Epson SED1355/S1D13505 LCD/CRT controller register base address. See the manuals at <http://www.erd.epson.com/vdc/html/contents/S1D13505.htm> for discussion. config E1355_FB_BASE hex "Framebuffer Base Address" depends on FB_E1355 default "a8200000" help Epson SED1355/S1D13505 LCD/CRT controller memory base address. See the manuals at <http://www.erd.epson.com/vdc/html/contents/S1D13505.htm> for discussion. config FB_RIVA tristate "nVidia Riva support" depends on FB && PCI help This driver supports graphics boards with the nVidia Riva/Geforce chips. Say Y if you have such a graphics board. To compile this driver as a module, choose M here: the module will be called rivafb. config FB_I810 tristate "Intel 810/815 support (EXPERIMENTAL)" depends on FB && AGP && AGP_INTEL && EXPERIMENTAL && PCI help This driver supports the on-board graphics built in to the Intel 810 and 815 chipsets. Say Y if you have and plan to use such a board. To compile this driver as a module, choose M here: the module will be called i810fb. For more information, please read <file:Documentation/fb/intel810.txt> config FB_I810_GTF bool "use VESA Generalized Timing Formula" depends on FB_I810 help If you say Y, then the VESA standard, Generalized Timing Formula or GTF, will be used to calculate the required video timing values per video mode. Since the GTF allows nondiscrete timings (nondiscrete being a range of values as opposed to discrete being a set of values), you'll be able to use any combination of horizontal and vertical resolutions, and vertical refresh rates without having to specify your own timing parameters. This is especially useful to maximize the performance of an aging display, or if you just have a display with nonstandard dimensions. A VESA compliant monitor is recommended, but can still work with non-compliant ones. If you need or want this, then select this option. The timings may not be compliant with Intel's recommended values. Use at your own risk. If you say N, the driver will revert to discrete video timings using a set recommended by Intel in their documentation. If unsure, say N. config FB_MATROX tristate "Matrox acceleration" depends on FB && PCI ---help--- Say Y here if you have a Matrox Millennium, Matrox Millennium II, Matrox Mystique, Matrox Mystique 220, Matrox Productiva G100, Matrox Mystique G200, Matrox Millennium G200, Matrox Marvel G200 video, Matrox G400, G450 or G550 card in your box. To compile this driver as a module, choose M here: the module will be called matroxfb. You can pass several parameters to the driver at boot time or at module load time. The parameters look like "video=matrox:XXX", and are described in <file:Documentation/fb/matroxfb.txt>. config FB_MATROX_MILLENIUM bool "Millennium I/II support" depends on FB_MATROX help Say Y here if you have a Matrox Millennium or Matrox Millennium II video card. If you select "Advanced lowlevel driver options" below, you should check 4 bpp packed pixel, 8 bpp packed pixel, 16 bpp packed pixel, 24 bpp packed pixel and 32 bpp packed pixel. You can also use font widths different from 8. config FB_MATROX_MYSTIQUE bool "Mystique support" depends on FB_MATROX help Say Y here if you have a Matrox Mystique or Matrox Mystique 220 video card. If you select "Advanced lowlevel driver options" below, you should check 8 bpp packed pixel, 16 bpp packed pixel, 24 bpp packed pixel and 32 bpp packed pixel. You can also use font widths different from 8. config FB_MATROX_G450 bool "G100/G200/G400/G450/G550 support" depends on FB_MATROX ---help--- Say Y here if you have a Matrox G100, G200, G400, G450 or G550 based video card. If you select "Advanced lowlevel driver options", you should check 8 bpp packed pixel, 16 bpp packed pixel, 24 bpp packed pixel and 32 bpp packed pixel. You can also use font widths different from 8. If you need support for G400 secondary head, you must first say Y to "I2C support" and "I2C bit-banging support" in the character devices section, and then to "Matrox I2C support" and "G400 second head support" here in the framebuffer section. G450/G550 secondary head and digital output are supported without additional modules. The driver starts in monitor mode. You must use the matroxset tool (available at <ftp://platan.vc.cvut.cz/pub/linux/matrox-latest/>) to swap primary and secondary head outputs, or to change output mode. Secondary head driver always start in 640x480 resolution and you must use fbset to change it. Do not forget that second head supports only 16 and 32 bpp packed pixels, so it is a good idea to compile them into the kernel too. You can use only some font widths, as the driver uses generic painting procedures (the secondary head does not use acceleration engine). G450/G550 hardware can display TV picture only from secondary CRTC, and it performs no scaling, so picture must have 525 or 625 lines. config FB_MATROX_G100A bool "G100/G200/G400 support" depends on FB_MATROX && !FB_MATROX_G450 ---help--- Say Y here if you have a Matrox G100, G200 or G400 based video card. If you select "Advanced lowlevel driver options", you should check 8 bpp packed pixel, 16 bpp packed pixel, 24 bpp packed pixel and 32 bpp packed pixel. You can also use font widths different from 8. If you need support for G400 secondary head, you must first say Y to "I2C support" and "I2C bit-banging support" in the character devices section, and then to "Matrox I2C support" and "G400 second head support" here in the framebuffer section. config FB_MATROX_G100 bool depends on FB_MATROX && (FB_MATROX_G450 || FB_MATROX_G100A) default y config FB_MATROX_I2C tristate "Matrox I2C support" depends on FB_MATROX && I2C_ALGOBIT ---help--- This drivers creates I2C buses which are needed for accessing the DDC (I2C) bus present on all Matroxes, an I2C bus which interconnects Matrox optional devices, like MGA-TVO on G200 and G400, and the secondary head DDC bus, present on G400 only. You can say Y or M here if you want to experiment with monitor detection code. You must say Y or M here if you want to use either second head of G400 or MGA-TVO on G200 or G400. If you compile it as module, it will create a module named i2c-matroxfb. config FB_MATROX_MAVEN tristate "G400 second head support" depends on FB_MATROX_G100 && FB_MATROX_I2C ---help--- WARNING !!! This support does not work with G450 !!! Say Y or M here if you want to use a secondary head (meaning two monitors in parallel) on G400 or MGA-TVO add-on on G200. Secondary head is not compatible with accelerated XFree 3.3.x SVGA servers - secondary head output is blanked while you are in X. With XFree 3.9.17 preview you can use both heads if you use SVGA over fbdev or the fbdev driver on first head and the fbdev driver on second head. If you compile it as module, two modules are created, matroxfb_crtc2 and matroxfb_maven. Matroxfb_maven is needed for both G200 and G400, matroxfb_crtc2 is needed only by G400. You must also load i2c-matroxfb to get it to run. The driver starts in monitor mode and you must use the matroxset tool (available at <ftp://platan.vc.cvut.cz/pub/linux/matrox-latest/>) to switch it to PAL or NTSC or to swap primary and secondary head outputs. Secondary head driver also always start in 640x480 resolution, you must use fbset to change it. Also do not forget that second head supports only 16 and 32 bpp packed pixels, so it is a good idea to compile them into the kernel too. You can use only some font widths, as the driver uses generic painting procedures (the secondary head does not use acceleration engine). config FB_MATROX_MULTIHEAD bool "Multihead support" depends on FB_MATROX ---help--- Say Y here if you have more than one (supported) Matrox device in your computer and you want to use all of them for different monitors ("multihead"). If you have only one device, you should say N because the driver compiled with Y is larger and a bit slower, especially on ia32 (ix86). If you said M to "Matrox unified accelerated driver" and N here, you will still be able to use several Matrox devices simultaneously: insert several instances of the module matroxfb into the kernel with insmod, supplying the parameter "dev=N" where N is 0, 1, etc. for the different Matrox devices. This method is slightly faster but uses 40 KB of kernel memory per Matrox card. There is no need for enabling 'Matrox multihead support' if you have only one Matrox card in the box. config FB_RADEON tristate "ATI Radeon display support" depends on FB && PCI help Choose this option if you want to use an ATI Radeon graphics card as a framebuffer device. There are both PCI and AGP versions. You don't need to choose this to run the Radeon in plain VGA mode. There is a product page at <http://www.ati.com/na/pages/products/pc/radeon32/index.html>. config FB_ATY128 tristate "ATI Rage128 display support" depends on FB && PCI help This driver supports graphics boards with the ATI Rage128 chips. Say Y if you have such a graphics board and read <file:Documentation/fb/aty128fb.txt>. To compile this driver as a module, choose M here: the module will be called aty128fb. config FB_ATY tristate "ATI Mach64 display support" if PCI || ATARI depends on FB help This driver supports graphics boards with the ATI Mach64 chips. Say Y if you have such a graphics board. To compile this driver as a module, choose M here: the module will be called atyfb. config FB_ATY_CT bool "Mach64 CT/VT/GT/LT (incl. 3D RAGE) support" depends on PCI && FB_ATY default y if SPARC64 && FB_PCI help Say Y here to support use of ATI's 64-bit Rage boards (or other boards based on the Mach64 CT, VT, GT, and LT chipsets) as a framebuffer device. The ATI product support page for these boards is at <http://support.ati.com/products/pc/mach64/>. config FB_ATY_GX bool "Mach64 GX support" if PCI depends on FB_ATY default y if ATARI help Say Y here to support use of the ATI Mach64 Graphics Expression board (or other boards based on the Mach64 GX chipset) as a framebuffer device. The ATI product support page for these boards is at <http://support.ati.com/products/pc/mach64/graphics_xpression.html>. config FB_ATY_XL_INIT bool " Rage XL No-BIOS Init support" if FB_ATY_CT depends on FB_ATY help Say Y here to support booting a Rage XL without BIOS support. config FB_SIS tristate "SIS acceleration" depends on FB && PCI help This is the frame buffer device driver for the SiS 630 and 640 Super Socket 7 UMA cards. Specs available at <http://www.sis.com.tw/>. config FB_SIS_300 bool "SIS 630/540/730 support" depends on FB_SIS help This is the frame buffer device driver for the SiS 630 and related Super Socket 7 UMA cards. Specs available at <http://www.sis.com.tw/>. config FB_SIS_315 bool "SIS 315H/315 support" depends on FB_SIS help This is the frame buffer device driver for the SiS 315 graphics card. Specs available at <http://www.sis.com.tw/>. config FB_NEOMAGIC tristate "NeoMagic display support" depends on FB && PCI help This driver supports notebooks with NeoMagic PCI chips. Say Y if you have such a graphics card. To compile this driver as a module, choose M here: the module will be called neofb. config FB_3DFX tristate "3Dfx Banshee/Voodoo3 display support" depends on FB && PCI help This driver supports graphics boards with the 3Dfx Banshee/Voodoo3 chips. Say Y if you have such a graphics board. To compile this driver as a module, choose M here: the module will be called tdfxfb. config FB_VOODOO1 tristate "3Dfx Voodoo Graphics (sst1) support" depends on FB && PCI ---help--- Say Y here if you have a 3Dfx Voodoo Graphics (Voodoo1/sst1) or Voodoo2 (cvg) based graphics card. To compile this driver as a module, choose M here: the module will be called sstfb. WARNING: Do not use any application that uses the 3D engine (namely glide) while using this driver. Please read the file Documentation/fb/README-sstfb.txt for supported options and other important info support. config FB_TRIDENT tristate "Trident support" depends on FB && PCI ---help--- This driver is supposed to support graphics boards with the Trident CyberXXXX/Image/CyberBlade chips mostly found in laptops but also on some motherboards. For more information, read <file:Documentation/fb/tridentfb.txt> Say Y if you have such a graphics board. To compile this driver as a module, choose M here: the module will be called tridentfb. config FB_PM3 tristate "Permedia3 support" depends on FB && PCI && BROKEN help This is the frame buffer device driver for the 3DLabs Permedia3 chipset, used in Formac ProFormance III, 3DLabs Oxygen VX1 & similar boards, 3DLabs Permedia3 Create!, Appian Jeronimo 2000 and maybe other boards. config FB_SBUS bool "SBUS and UPA framebuffers" depends on FB && (SPARC32 || SPARC64) help Say Y if you want support for SBUS or UPA based frame buffer device. config FB_FFB bool "Creator/Creator3D/Elite3D support" depends on FB_SBUS && SPARC64 help This is the frame buffer device driver for the Creator, Creator3D, and Elite3D graphics boards. config FB_TCX bool "TCX (SS4/SS5 only) support" depends on FB_SBUS help This is the frame buffer device driver for the TCX 24/8bit frame buffer. config FB_CG14 bool "CGfourteen (SX) support" depends on FB_SBUS help This is the frame buffer device driver for the CGfourteen frame buffer on Desktop SPARCsystems with the SX graphics option. config FB_P9100 bool "P9100 (Sparcbook 3 only) support" depends on FB_SBUS help This is the frame buffer device driver for the P9100 card supported on Sparcbook 3 machines. config FB_LEO bool "Leo (ZX) support" depends on FB_SBUS help This is the frame buffer device driver for the SBUS-based Sun ZX (leo) frame buffer cards. config FB_PCI bool "PCI framebuffers" depends on FB && PCI && (SPARC64 || SPARC32) config FB_IGA bool "IGA 168x display support" depends on SPARC32 && FB_PCI help This is the framebuffer device for the INTERGRAPHICS 1680 and successor frame buffer cards. config FB_HIT tristate "HD64461 Frame Buffer support" depends on FB && HD64461 help This is the frame buffer device driver for the Hitachi HD64461 LCD frame buffer card. config FB_PMAG_BA bool "PMAG-BA TURBOchannel framebuffer support" depends on FB && DECSTATION && TC help Say Y here to directly support the on-board PMAG-BA framebuffer in the 5000/1xx versions of the DECstation. There is a page dedicated to Linux on DECstations at <http://decstation.unix-ag.org/>. config FB_PMAGB_B bool "PMAGB-B TURBOchannel framebuffer spport" depends on FB && DECSTATION && TC help Say Y here to directly support the on-board PMAGB-B framebuffer in the 5000/1xx versions of the DECstation. There is a page dedicated to Linux on DECstations at <http://decstation.unix-ag.org/>. config FB_MAXINE bool "Maxine (Personal DECstation) onboard framebuffer spport" depends on FB && DECSTATION && TC help Say Y here to directly support the on-board framebuffer in the Maxine (5000/20, /25, /33) version of the DECstation. There is a page dedicated to Linux on DECstations at <http://decstation.unix-ag.org/>. config FB_TX3912 bool "TMPTX3912/PR31700 frame buffer support" depends on FB && NINO help The TX3912 is a Toshiba RISC processor based on the MIPS 3900 core see <http://www.toshiba.com/taec/components/Generic/risc/tx3912.htm>. Say Y here to enable kernel support for the on-board framebuffer. config FB_68328 bool "Motorola 68328 native frame buffer support" depends on (M68328 || M68EZ328 || M68VZ328) help Say Y here if you want to support the built-in frame buffer of the Motorola 68328 CPU family. config FB_GAMECUBE bool "GameCube frame buffer support" depends on FB && (GAMECUBE) help GameCube frame buffer config FB_VIRTUAL tristate "Virtual Frame Buffer support (ONLY FOR TESTING!)" depends on FB ---help--- This is a `virtual' frame buffer device. It operates on a chunk of unswappable kernel memory instead of on the memory of a graphics board. This means you cannot see any output sent to this frame buffer device, while it does consume precious memory. The main use of this frame buffer device is testing and debugging the frame buffer subsystem. Do NOT enable it for normal systems! To protect the innocent, it has to be enabled explicitly at boot time using the kernel option `video=vfb:'. To compile this driver as a module, choose M here: the module will be called vfb. If unsure, say N. if VT source "drivers/video/console/Kconfig" endif if FB || SGI_NEWPORT_CONSOLE source "drivers/video/logo/Kconfig" endif endmenu --- NEW FILE: Makefile --- # Makefile for the Linux video drivers. # 5 Aug 1999, James Simmons, <mailto:jsi...@us...> # Rewritten to use lists instead of if-statements. # Each configuration option enables a list of files. obj-$(CONFIG_VT) += console/ obj-$(CONFIG_LOGO) += logo/ obj-$(CONFIG_FB) += fbmem.o fbmon.o fbcmap.o modedb.o softcursor.o # Only include macmodes.o if we have FB support and are PPC ifeq ($(CONFIG_FB),y) obj-$(CONFIG_PPC) += macmodes.o endif obj-$(CONFIG_FB_ACORN) += acornfb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_AMIGA) += amifb.o c2p.o obj-$(CONFIG_FB_PM2) += pm2fb.o obj-$(CONFIG_FB_PM3) += pm3fb.o obj-$(CONFIG_FB_APOLLO) += dnfb.o cfbfillrect.o cfbimgblt.o obj-$(CONFIG_FB_Q40) += q40fb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_ATARI) += atafb.o obj-$(CONFIG_FB_68328) += 68328fb.o obj-$(CONFIG_FB_RADEON) += radeonfb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_NEOMAGIC) += neofb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_IGA) += igafb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_CONTROL) += controlfb.o macmodes.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_PLATINUM) += platinumfb.o macmodes.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_VALKYRIE) += valkyriefb.o macmodes.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_CT65550) += chipsfb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_ANAKIN) += anakinfb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_CLPS711X) += clps711xfb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_CYBER) += cyberfb.o obj-$(CONFIG_FB_CYBER2000) += cyber2000fb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_SGIVW) += sgivwfb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_3DFX) += tdfxfb.o cfbimgblt.o obj-$(CONFIG_FB_MAC) += macfb.o macmodes.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_HP300) += hpfb.o cfbfillrect.o cfbimgblt.o obj-$(CONFIG_FB_OF) += offb.o cfbfillrect.o cfbimgblt.o cfbcopyarea.o obj-$(CONFIG_FB_IMSTT) += imsttfb.o cfbimgblt.o obj-$(CONFIG_FB_RETINAZ3) += retz3fb.o obj-$(CONFIG_FB_CIRRUS) += cirrusfb.o obj-$(CONFIG_FB_TRIDENT) += tridentfb.o cfbfillrect.o cfbimgblt.o cfbcopyarea.o obj-$(CONFIG_FB_S3TRIO) += S3triofb.o obj-$(CONFIG_FB_TGA) += tgafb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_VESA) += vesafb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_VGA16) += vga16fb.o cfbfillrect.o cfbcopyarea.o \ cfbimgblt.o vgastate.o obj-$(CONFIG_FB_VIRGE) += virgefb.o obj-$(CONFIG_FB_G364) += g364fb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_FM2) += fm2fb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_STI) += stifb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_PMAG_BA) += pmag-ba-fb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_PMAGB_B) += pmagb-b-fb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_MAXINE) += maxinefb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_TX3912) += tx3912fb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_MATROX) += matrox/ cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_RIVA) += riva/ cfbimgblt.o vgastate.o obj-$(CONFIG_FB_SIS) += sis/ cfbcopyarea.o cfbfillrect.o cfbimgblt.o obj-$(CONFIG_FB_ATY) += aty/ cfbcopyarea.o cfbfillrect.o cfbimgblt.o obj-$(CONFIG_FB_ATY128) += aty/ cfbcopyarea.o cfbfillrect.o cfbimgblt.o obj-$(CONFIG_FB_I810) += i810/ cfbfillrect.o cfbcopyarea.o \ cfbimgblt.o vgastate.o obj-$(CONFIG_FB_SUN3) += sun3fb.o obj-$(CONFIG_FB_HGA) += hgafb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_SA1100) += sa1100fb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_VIRTUAL) += vfb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_HIT) += hitfb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_E1355) += epson1355fb.o obj-$(CONFIG_FB_PVR2) += pvr2fb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_VOODOO1) += sstfb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o obj-$(CONFIG_FB_FFB) += ffb.o sbuslib.o cfbimgblt.o cfbcopyarea.o obj-$(CONFIG_FB_CG6) += cg6.o sbuslib.o cfbimgblt.o cfbcopyarea.o obj-$(CONFIG_FB_CG3) += cg3.o sbuslib.o cfbimgblt.o cfbcopyarea.o \ cfbfillrect.o obj-$(CONFIG_FB_BW2) += bw2.o sbuslib.o cfbimgblt.o cfbcopyarea.o \ cfbfillrect.o obj-$(CONFIG_FB_CG14) += cg14.o sbuslib.o cfbimgblt.o cfbcopyarea.o \ cfbfillrect.o obj-$(CONFIG_FB_P9100) += p9100.o sbuslib.o cfbimgblt.o cfbcopyarea.o \ cfbfillrect.o obj-$(CONFIG_FB_TCX) += tcx.o sbuslib.o cfbimgblt.o cfbcopyarea.o \ cfbfillrect.o obj-$(CONFIG_FB_LEO) += leo.o sbuslib.o cfbimgblt.o cfbcopyarea.o \ cfbfillrect.o obj-$(CONFIG_FB_GAMECUBE) += gamecubefb.o cfbfillrect.o cfbcopyarea.o cfbimgblt.o --- NEW FILE: fbmem.c --- /* * linux/drivers/video/fbmem.c * * Copyright (C) 1994 Martin Schaller * * 2001 - Documented with DocBook * - Brad Douglas <br...@ne...> * * This file is subject to the terms and conditions of the GNU General Public * License. See the file COPYING in the main directory of this archive * for more details. */ #include <linux/config.h> #include <linux/module.h> #include <linux/types.h> #include <linux/errno.h> #include <linux/sched.h> [...1357 lines suppressed...] __setup("video=", video_setup); /* * Visible symbols for modules */ EXPORT_SYMBOL(register_framebuffer); EXPORT_SYMBOL(unregister_framebuffer); EXPORT_SYMBOL(num_registered_fb); EXPORT_SYMBOL(registered_fb); EXPORT_SYMBOL(fb_prepare_logo); EXPORT_SYMBOL(fb_show_logo); EXPORT_SYMBOL(fb_set_var); EXPORT_SYMBOL(fb_blank); EXPORT_SYMBOL(fb_pan_display); EXPORT_SYMBOL(fb_get_buffer_offset); EXPORT_SYMBOL(move_buf_unaligned); EXPORT_SYMBOL(move_buf_aligned); MODULE_LICENSE("GPL"); --- NEW FILE: gamecubefb.c --- /* * framebuffer driver for the GameCube's "Flipper" chipset * * (c) 2004 Michael Steil <mi...@c6...> * based on vesafb: * (c) 1998 Gerd Knorr <kr...@go...> * */ #include <linux/module.h> #include <linux/kernel.h> #include <linux/errno.h> #include <linux/string.h> #include <linux/mm.h> #include <linux/tty.h> #include <linux/slab.h> #include <linux/delay.h> #include <linux/fb.h> #include <linux/ioport.h> #include <linux/init.h> #include <asm/io.h> /* --------------------------------------------------------------------- */ static struct fb_var_screeninfo gamecubefb_defined __initdata = { .activate = FB_ACTIVATE_NOW, .height = -1, .width = -1, .right_margin = 32, .upper_margin = 16, .lower_margin = 4, .vsync_len = 4, .vmode = FB_VMODE_NONINTERLACED, }; static struct fb_fix_screeninfo gamecubefb_fix __initdata = { .id = "VESA VGA", .type = FB_TYPE_PACKED_PIXELS, .accel = FB_ACCEL_NONE, }; static struct fb_info fb_info; static u32 pseudo_palette[17]; static int ypan = 0; /* 0..nothing, 1..ypan, 2..ywrap */ static unsigned short *pmi_base = 0; static void (*pmi_start)(void); static void (*pmi_pal)(void); /* --------------------------------------------------------------------- */ static int gamecubefb_pan_display(struct fb_var_screeninfo *var, struct fb_info *info) { return 0; } static void vesa_setpalette(int regno, unsigned red, unsigned green, unsigned blue) { } static int gamecubefb_setcolreg(unsigned regno, unsigned red, unsigned green, unsigned blue, unsigned transp, struct fb_info *info) { /* * Set a single color register. The values supplied are * already rounded down to the hardware's capabilities * (according to the entries in the `var' structure). Return * != 0 for invalid regno. */ if (regno >= info->cmap.len) return 1; switch (info->var.bits_per_pixel) { case 8: vesa_setpalette(regno,red,green,blue); break; case 16: if (info->var.red.offset == 10) { /* 1:5:5:5 */ ((u32*) (info->pseudo_palette))[regno] = ((red & 0xf800) >> 1) | ((green & 0xf800) >> 6) | ((blue & 0xf800) >> 11); } else { /* 0:5:6:5 */ ((u32*) (info->pseudo_palette))[regno] = ((red & 0xf800) ) | ((green & 0xfc00) >> 5) | ((blue & 0xf800) >> 11); } break; case 24: red >>= 8; green >>= 8; blue >>= 8; ((u32 *)(info->pseudo_palette))[regno] = (red << info->var.red.offset) | (green << info->var.green.offset) | (blue << info->var.blue.offset); break; case 32: red >>= 8; green >>= 8; blue >>= 8; ((u32 *)(info->pseudo_palette))[regno] = (red << info->var.red.offset) | (green << info->var.green.offset) | (blue << info->var.blue.offset); break; } return 0; } static struct fb_ops gamecubefb_ops = { .owner = THIS_MODULE, .fb_setcolreg = gamecubefb_setcolreg, .fb_pan_display = gamecubefb_pan_display, .fb_fillrect = cfb_fillrect, .fb_copyarea = cfb_copyarea, .fb_imageblit = cfb_imageblit, .fb_cursor = soft_cursor, }; int __init gamecubefb_setup(char *options) { char *this_opt; if (!options || !*options) return 0; while ((this_opt = strsep(&options, ",")) != NULL) { if (!*this_opt) continue; if (! strcmp(this_opt, "redraw")) ypan=0; else if (! strcmp(this_opt, "ypan")) ypan=1; else if (! strcmp(this_opt, "ywrap")) ypan=2; } return 0; } int __init gamecubefb_init(void) { int video_cmap_len; int i; gamecubefb_fix.smem_start = 0xd0c00000; gamecubefb_defined.bits_per_pixel = 16; gamecubefb_defined.xres = 640; gamecubefb_defined.yres = 576; gamecubefb_fix.line_length = 640*2; gamecubefb_fix.smem_len = 640*576*2; gamecubefb_fix.visual = (gamecubefb_defined.bits_per_pixel == 8) ? FB_VISUAL_PSEUDOCOLOR : FB_VISUAL_TRUECOLOR; if (!request_mem_region(gamecubefb_fix.smem_start, gamecubefb_fix.smem_len, "gamecubefb")) { printk(KERN_WARNING "gamecubefb: abort, cannot reserve video memory at 0x%lx\n", gamecubefb_fix.smem_start); /* We cannot make this fatal. Sometimes this comes from magic spaces our resource handlers simply don't know about */ } fb_info.screen_base = ioremap(gamecubefb_fix.smem_start, gamecubefb_fix.smem_len); if (!fb_info.screen_base) { release_mem_region(gamecubefb_fix.smem_start, gamecubefb_fix.smem_len); printk(KERN_ERR "gamecubefb: abort, cannot ioremap video memory 0x%x @ 0x%lx\n", gamecubefb_fix.smem_len, gamecubefb_fix.smem_start); return -EIO; } printk(KERN_INFO "gamecubefb: framebuffer at 0x%lx, mapped to 0x%p, size %dk\n", gamecubefb_fix.smem_start, fb_info.screen_base, gamecubefb_fix.smem_len/1024); printk(KERN_INFO "gamecubefb: mode is %dx%dx%d, linelength=%d, pages=%d\n", gamecubefb_defined.xres, gamecubefb_defined.yres, gamecubefb_defined.bits_per_pixel, gamecubefb_fix.line_length, 0); //screen_info.pages); gamecubefb_defined.xres_virtual = 640; gamecubefb_defined.yres_virtual = 576; ypan = 0; /* some dummy values for timing to make fbset happy */ gamecubefb_defined.pixclock = 10000000 / gamecubefb_defined.xres * 1000 / gamecubefb_defined.yres; gamecubefb_defined.left_margin = (gamecubefb_defined.xres / 8) & 0xf8; gamecubefb_defined.hsync_len = (gamecubefb_defined.xres / 8) & 0xf8; if (gamecubefb_defined.bits_per_pixel > 8) { gamecubefb_defined.red.offset = 0; gamecubefb_defined.red.length = 5; gamecubefb_defined.green.offset = 5; gamecubefb_defined.green.length = 5; gamecubefb_defined.blue.offset = 10; gamecubefb_defined.blue.length = 5; gamecubefb_defined.transp.offset = 15; gamecubefb_defined.transp.length = 1; video_cmap_len = 16; } else { gamecubefb_defined.red.length = 6; gamecubefb_defined.green.length = 6; gamecubefb_defined.blue.length = 6; video_cmap_len = 256; } gamecubefb_fix.ypanstep = ypan ? 1 : 0; gamecubefb_fix.ywrapstep = (ypan>1) ? 1 : 0; fb_info.fbops = &gamecubefb_ops; fb_info.var = gamecubefb_defined; fb_info.fix = gamecubefb_fix; fb_info.pseudo_palette = pseudo_palette; fb_info.flags = FBINFO_FLAG_DEFAULT; fb_alloc_cmap(&fb_info.cmap, video_cmap_len, 0); if (register_framebuffer(&fb_info)<0) return -EINVAL; /* clear screen */ int c = 640*576/2; unsigned long *p = (unsigned long*)gamecubefb_fix.smem_start; while (c--) *p++ = 0x00800080; printk(KERN_INFO "fb%d: %s frame buffer device\n", fb_info.node, fb_info.fix.id); return 0; } /* * Overrides for Emacs so that we follow Linus's tabbing style. * --------------------------------------------------------------------------- * Local variables: * c-basic-offset: 8 * End: */ MODULE_LICENSE("GPL"); |
From: <mi...@pr...> - 2004-01-26 20:04:07
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Update of /cvsroot/gc-linux/linux/drivers/video In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv7581/video Log Message: Directory /cvsroot/gc-linux/linux/drivers/video added to the repository |
From: <mi...@pr...> - 2004-01-26 20:03:25
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Update of /cvsroot/gc-linux/linux/drivers In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv7433/drivers Log Message: Directory /cvsroot/gc-linux/linux/drivers added to the repository |
From: <mi...@pr...> - 2004-01-26 18:16:07
|
Update of /cvsroot/gc-linux/htdocs/xml/it In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv11079 Added Files: contact.xml links.xml mailinglist.xml roadmap.xml screenshots.xml status.xml Log Message: added more italian files --- NEW FILE: contact.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Contact</title> </info> <p>Il GamecubeLinux Project è composto da alcuni sviluppatori e tester in tutto il mondo. Cerca di contattare sempre la persona giusta. Per domande di argomento generale contatta Michael.</p> <p><b>Michael Steil</b> <<a href="mailto:steil@in.tum.de">steil@in.tum.de</a>>, IRC: "mist"<br/> PGP: <a href="http://www.weihenstephan.org/~michaste/Michael_Steil.gpg.asc">http://www.weihenstephan.org/~michaste/Michael_Steil.gpg.asc</a>, fingerprint: BA1C 5B3A 462E B830 03DC 1D01 6970 821B 118C 4215</p> <p><b>Costis S.</b> <<a href="mailto:co...@gb...">co...@gb...</a>>, IRC: "Costis"<br/> </p> <p><b>Edgar Hucek</b> <<a href="mailto:hostmaster@ed-soft.at">hostmaster@ed-soft.at</a>>, IRC: "gimli,ed,ed[work]"</p> <p><b>Lehner Franz</b> <<a href="mailto:franz@lehner.at">franz@lehner.at</a>>, IRC: "hamtitampti"<br/> PGP: <a href="http://www.lehner.at/franz.asc">http://www.lehner.at/franz.asc</a></p> <p><b>Nota:</b> le domande relative al supporto e allo sviluppo dovrebbero essere indirizzate principalmente alla <a href="mailinglist.html">mailing lists</a>, , finchè gli addetti all'argomento non ti contatteranno personalmente. Puoi anche cercare le risposte alle tue domande nell'<a href="mailinglist.html">archivio delle mailing list</a>: è possibile che alla tua domanda sia già stata data una risposta proprio lì.</p> <p>Oltre alla mailing list c'è anche <b>un canale di supporto IRC</b>: <a href="irc://irc.oftc.net/gc-linux">#gc-linux</a> @ <a href="http://www.oftc.net/oftc/infrastructure/">oftc.net</a>.</p> <p>(Il sistema del sito web è stato creato da <a href="http://www.xbox-linux.org/docs/contact.html">Manuel Vetterli</a>.)</p> </iparticle> --- NEW FILE: links.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Links</title> </info> <p>Questi siti contengono molte informazioni utili:</p> <p><a href="http://www.gcdev.com/">GCDev.com</a>: Un gran sito sullo sviluppo privato per GameCube.</p> <p><a href="http://www.xbox-linux.org/">The Xbox Linux Project</a>: E' stato fatto sull'Xbox...</p> </iparticle> --- NEW FILE: mailinglist.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Mailing Lists</title> </info> <p>Ci sono tre Mailing List per Linux su GameCube</p> <p>Le mailing list possono essere trovate sulla pagina di Sourceforge <a href="http://sourceforge.net/mail/?group_id=98581">Sourceforge Project Page</a>.</p> <sect1 title="Developer Mailing List"> <p>Questa mailing list è riservata solo alle questioni di <b>sviluppo</b></p> <list> <item><a href="http://lists.sourceforge.net/lists/listinfo/gc-linux-devel" title="gc-linux-devel">Iscriviti alla mailing list(inglese)</a> (SourceForge.net)</item> <item><a href="news://news.gmane.org/gmane.linux.ports.game-cube.devel" title="gmane.linux.ports.game-cube.devel">Leggi la mailing list come newsgroup (inglese)</a> (Gmane.org)</item> <item>Visualizza e cerca tra gli archivi della mailing list: [<a href="http://news.gmane.org/thread.php?group=gmane.linux.ports.game-cube.devel" title="gmane.linux.ports.game-cube.devel">Gmane</a>] [<a href="http://sourceforge.net/mailarchive/forum.php?forum=gc-linux-devel" title="gc-linux-devel">SourceForge</a>]</item> </list> </sect1> <sect1 title="Mailing list di documentazione(inglese)"> <p>Se lavori sulla documentazione o sulla traduzione di GameCube Linux, dovresti iscriverti a questa mailing list per discutere sul sito e sulle traduzioni. Dovresti anche iscriverti alla mailing list -cvs, in modo da essere informato sui cambiamenti del sito.</p> <list> <item><a href="http://lists.sourceforge.net/lists/listinfo/gc-linux-docs" title="gc-linux-docs">Iscriviti alla mailing list</a> (SourceForge.net)</item> <item>Visualizza e cerca tra gli archivi della mailing list: [<a href="http://sourceforge.net/mailarchive/forum.php?forum=gc-linux-docs" title="gc-linux-docs">SourceForge</a>]</item> </list> </sect1> <sect1 title="CVS Commits Mailing List"> <p>A questa lista <b>cambiamenti del CVS tree</b>,ad esempio del kernel, degli strumenti e del sito vengono inviati automaticamente.</p> <list> <item><a href="http://lists.sourceforge.net/lists/listinfo/gc-linux-cvs" title="gc-linux-cvs">Iscriviti alla mailing list</a> (SourceForge.net)</item> <item>Visualizza e cerca tra gli archivi della mailing list: [<a href="http://sourceforge.net/mailarchive/forum.php?forum=gc-linux-cvs" title="gc-linux-cvs">SourceForge</a>]</item> </list> </sect1> </iparticle> --- NEW FILE: roadmap.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Roadmap</title> <author>Michael Steil (translated by Riccardo Tasso)</author> <date>20 Gennaio 2004</date> </info> <p>Lo scopo del GameCube Linux project è di "portare" il sistema operativo Linux sulla console da gioco GameCube.</p> <h2>Motivazione</h2> <p>Di sicuro il GameCube non è un PC in tutto e per tutto. Non ha disco fisso, e non c'è modo di leggere CDs oDVDs standard. Comunque ci sono alcune ragioni per le quali vorresti poter far girare Linux su di un GameCube.</p> <h3>Thin Client</h3> <p>Un "thin client" è un computer che si appoggia ad un server più potente. Il GameCube può essere usato come un desktop computer, che immagazzina i suoi dati su di un server sulla rete.</p> <h3>Multimedia Terminal</h3> <p>Il GameCube ha una CPU che è abbastanza potente da decodificare i comuni dati multimediali come MPEG-4/DivX e MP3. Può essere usato per mostrare i contenuti del server.</p> <h3>Development Environment</h3> <p>Gli sviluppatori professionali del GameCube usano Metrowerks Codewarrior come compilatore, e un set abbastanza semplice di librerie della Nintendo come ambiente runtime. Sviluppatori privati al momento non hanno altra scelta che utilizzare <a href="http://sourceforge.net/projects/gclib/">GCLIB</a>, una libreria Open Source per il GameCube, che è abbastanza avanzata, ma che comunque fornisce esclusivamente un piatto ambiente dos-like.</p> <p>Con Linux disponibile su GameCube, gli sviluppatori possono concentrarsi sul potente ambiente Linux e far uso di tecnologie come SDL o OpenGL, senza che l'utente abbia bisogno di conoscerle. Questo rende anche molto più facile "portare" applicazioni esistenti sul GameCube. In aggiunta gli sviluppatori possono testare il loro codice su di un hardware più potente come un computer Macinstosh Apple che fa andare Linux.</p> <h2>Mete</h2> <p>Questi sono i capisaldi che vogliamo raggiungere:</p> <ul> <li>Un bootloader .DOL</li> <li>Il Kernel Linux che sia avvia sul GameCube</li> <li>Un driver per il framebuffer</li> <li>Un driver per l'EXI<ul> <li>Un driver per la rete</li> <li>Un driver per la memory card</li> <li>Un driver per l'RTC</li> <li>Un driver per la memoria SRAM </li> </ul></li> <li>Un driver per l'SI <ul> <li>Un driver per il gamepad</li> </ul></li> <li>Un driver audio</li> <li>Un driver per la memoria AUX</li> <li>In driver per X-Window</li> <li>Supporto al 3D per il driver X-Window</li> </ul> <h3>Bootloader .DOL</h3> <p>PSOload rende già possibile caricare eseguibili GameCube nel formato .DOL e farli partire. Un bootloader .DOL dovrebbe poter far partire il kernel Linux e un RAM disk iniziale, che sono entrambi linkati al file .DOL.</p> <h3>Kernel Linux</h3> <p>Per far funzionare il kernel, il timer e il controller degli interrupt del chipset del GameCube Flipper hanno bisogno di essere supportati. Tutto il resto dovrebbe andare senza ulteriori cambiamenti.</p> <h3>Driver per il Framebuffer</h3> <p>Il driver per il framebuffer è necessario per mostrare la console testuale di Linux. Senza un driver X-Window dedicato, il driver per il framebuffer può anche essere usato per X-Window. Il framebuffer del GameCube è allocato nella RAM principale, così il bootloader dovrà riservare questa memoria proprio all'inizio.</p> <h3>Driver per l'EXI</h3> <p>Il bus per l'interfaccia di espansione (EXI) è un bus seriale a tre canali che collega la CPU agli slot delle memory card, alle porte seriali, alla mask ROM, RAM e al RTC.</p> <h3>Driver per la rete</h3> <p>Nintendo vende il "Broadband Adapter" per GameCube, che è un'interfaccia Ethernet 10/100con un chipset Macronix. Si collega alla porta seriale 1 e si collega così al bus EXI.</p> <h3>Driver per la Memory Card</h3> <p>Anche le memory card sono collegate al bus EXI . E' necessario un driver per accedere ai "raw data" così come un codice addizionale per leggere e scrivere le strutture memorizzate di essi.</p> <h3>Driver per l'RTC</h3> <p>Il real-time clock del GameCube sul bus EXI dev'essere usato come l'orologio hardware di Linux.</p> <h3>Driver per la memoria SRAM</h3> <p>La SRAM (NVRAM/CMOS RAM) mantiene una configurazione non volatile. Un driver Linuxper accedere a questi dati è necessario, in modo che le applicazioni possano leggere questi settaggi.</p> <h3>Driver per l'SI</h3> <p>L'Interfaccia Seriale (SI) è un bus che collega ogni gamepad attraverso un canale separato alla CPU.</p> <h3>Driver per il gamepad</h3> <p>Il driver per il gamepad dev'essere abbastanza versatile da poter essere un driver per la tastiera o un driver per il mouse (o entrambi), o un driver per joystick.</p> <h3>Driver Audio</h3> <p>Il GameCube ha un 81 MHz DSP molto sofisticato che può usare la memoria AUX per la memorizzazione.</p> <h3>Driver per la memoria AUX</h3> <p>I 16 MB di memoria AUX potrebbero essere troppi per qualche applicazione, così ha senso rendere parte di essa disponibile come RAM disk, che può anche essere usato come spazio di swap per aumentare effettivamente l'ammontare della RAM principale.</p> <h3>Driver per X-Window</h3> <p>Un driver X-Window nativo aumenterà la velocità della grafica rispetto ad un driver per il framebuffer del kernel. Inoltre, serve come base per l'accelerazione 2D e 3D.</p> <h3>Supporto al 3D per X-Window</h3> <p>Una volta che abbiamo un driver per X-Window, può essere implementato un codice che reindirizza le operazioni 3D al processore grafico, in modo da avere accelerazione hardware in OpenGL.</p> </iparticle> --- NEW FILE: screenshots.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Screenshots</title> <author>Michael Steil (translated by Riccardo Tasso)</author> <date>22 Gennaio 2004</date> </info> <p>Non c'è ancora una versione funzionante di Linux su GameCube - ma c'è l'applicazione "linuxpreview".</p> <h2>Linux kernel messages (22 Gennaio 2004, tmbinc)</h2> <p>Il kernel non funziona ancora - Ma mostra uno schermo pieno di messaggi, fino a montare il root.</p> <p> <a href="../pic/boot1.jpg"><img src="../pic/small-boot1.jpg"/></a> <a href="../pic/boot2.jpg"><img src="../pic/small-boot2.jpg"/></a> <a href="../pic/boot3.jpg"><img src="../pic/small-boot3.jpg"/></a> </p> <h2>Linux prealpha (22 Gennaio 2004, Alan)</h2> <p>Questo Kernel non funziona ancora - ma viene decompresso in modo corretto. Gli screenshoot sono stati presi dall'emulatore dolwin.</p> <p><a href="../pic/prealpha.gif"><img src="../pic/small-prealpha.gif"/></a></p> <h2>Linuxpreview (20 Gennaio 2004, Michael)</h2> <p><a href="download.html">Linuxpreview</a> è un'applicazione microscopica che mostra il pinguino Tux e l'url di GameCube Linux URL sullo schermo del GameCube. E' un segno che Linux su GameCube arriverà presto.</p> <p> <a href="../pic/linuxpreview1.jpg"><img src="../pic/small-linuxpreview1.jpg"/></a> <a href="../pic/linuxpreview2.jpg"><img src="../pic/small-linuxpreview2.jpg"/></a> <a href="../pic/linuxpreview3.jpg"><img src="../pic/small-linuxpreview3.jpg"/></a> </p> </iparticle> --- NEW FILE: status.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Status/Contribute</title> <author>Michael Steil (translated by Riccardo Tasso) </author> <date>23 Gennaio 2004</date> </info> <p>Non siamo ancora molto lontani. Il Kernel si inizializza in modo corretto e mostra una schermata piena di messaggi, ma ci mancano il codice del timer e dell' IRQ. Alcune persone hanno già iniziato a lavorare ai vari drivers</p> <p>Se sei interessato ad aiutarci, iscriviti alla <a href="mailinglist.html">Mailing List</a> o manda un'email a <a href="mailto:mi...@c6...?Subject=GameCube Linux Development">Michael</a>.</p> </iparticle> |
From: <mi...@pr...> - 2004-01-26 18:05:38
|
Update of /cvsroot/gc-linux/htdocs/xml/de In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv8295 Added Files: news.xml Log Message: german news --- NEW FILE: news.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet href="news.xsl" type="text/xsl"?> <news> <item> <date>25 Januar 2004</date> <title>Yet Another GameCube Documentation</title> <text>Groepaz hat 140 Seiten technischer Informationen zum GameCube zusammengestellt. Zu lesen <a href="docs/yagcd.html">hier</a>.</text> </item> <item> <date>24 Januar 2004</date> <title>Vorläufiger Interrupt Code</title> <text>befindet sich im <a href="http://cvs.sourceforge.net/viewcvs.py/gc-linux">CVS</a>. Herzlichen Glückwunsch zum Geburtstag <a href="http://www.apple.com/hardware/ads/1984/">Apple</a> (Sie benutzen die gleiche CPU in ihren Computern wie der GameCube)!</text> </item> <item> <date>23 Januar 2004</date> <title><font color="red">Linux bootet</font></title> <text>Gestern hat es tmbin geschaft den Kernel zu booten. Jetzt können wir einen Bildschirm voller Kernelnachrichten sehen.(<a href="docs/screenshots.html">Screenshots</a>)</text> </item> <item> <date>22 Januar 2004</date> <title>Uncompressing Linux...done. Now booting the kernel</title> <text><a href="http://nomad-consultancy.co.uk/">Alan Hammond</a> hat es geschafft, dass der Kernel bis zu diesem Punkt bootet. Wobei das noch nicht bedeutet dass Linux läuft. (<a href="docs/screenshots.html">Screenshots</a>/<a href="docs/download.html">Download</a>)</text> </item> <item> <date>21 Januar 2004</date> <title>GameCube EXI Bus Spezifikation</title> <text>von Costis finden Sie <a href="docs/exi.html">hier</a>. Weitere allgemeine Hardware-Dokumentation kommt bald.</text> </item> <item> <date>20 Januar 2004</date> <title>Linuxpreview released</title> <text>Linuxpreview ist eine kleine Anwendung die Tux den Pinguin auf den GameCube Bildschirm malt. Linux auf dem GameCube kommt bald! (<a href="docs/screenshots.html">Screenshots</a>/<a href="docs/download.html">Download</a>)<br/> Führende Mitglieder der <a href="http://www.gcdev.com/">homebrew scene</a> (Costis, tmbinc) sowie der Kern des Entwicklerteams des <a href="http://www.xbox-linux.org/">Xbox Linux Projekts</a> (mist, gimli/ed, hamtitampti, ionic) haben sich zusammengeschlossen, um Linux auf den GameCube zu bringen. Lesen Sie unsere <a href="docs/roadmap.html">Roadmap</a>.</text> </item> </news> <!-- translator: Adrian von Buttlar --> |
From: <mi...@pr...> - 2004-01-26 18:04:55
|
Update of /cvsroot/gc-linux/htdocs/xml/es In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv7962/es Added Files: download.xml howtodevelop.xml mailinglist.xml screenshots.xml Log Message: viva espa~na --- NEW FILE: download.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Descargas</title> <author>Michael Steil (translated by Pezezin)</author> <date>22 de enero del 2004</date> </info> <p>Linux aún no funciona en la GameCube - pero existe una aplicación llamada "linuxpreview".</p> <h2>Linux pre-alfa</h2> <p>El kernel 2.6.0 arranca hasta el punto "Decompressing the kernel...done\nNow booting the kernel", y muestra la salida por la pantalla. Funciona tanto en la GameCube real, como en el emulador dolwin.</p> <p><a href="http://prdownloads.sourceforge.net/gc-linux/linux-2.6.0-gc-prealpha.diff.gz?download">Parche para el núcleo 2.6.0</a> (40 KB)</p> <p><a href="http://prdownloads.sourceforge.net/gc-linux/zImage-prealpha.dol?download">Binario (.DOL)</a> (436 KB)</p> <h2>Linuxpreview</h2> <p><a href="download.html">Linuxpreview</a> es una pequeña aplicación que muestra a Tux el pingüino y la URL de GameCube Linux en la pantalla. Es un símbolo de que dentro de poco Linux funcionará en la GameCube.</p> <p>Linuxpreview puede ser ejecutado mediante <a href="http://www.gcdev.com/">PSOload</a>.</p> <p><a href="http://prdownloads.sourceforge.net/gc-linux/gc-linuxpreview.zip?download">Código fuente y binarios de Linuxpreview</a> (20KB)</p> </iparticle> --- NEW FILE: howtodevelop.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Como programar para GameCube Linux</title> <author>Michael Steil (translated by Pezezin)</author> <date>23 de enero del 2004</date> </info> <p>Desarrollar programas para la GameCube no es tan sencillo como hacerlo para tu PC con Linux, porque tienes que hacer desarrollo cruzado y transferir de manera explícita los ejecutables tras la compilación.</p> <h2>Compilación cruzada</h2> <p>Aún no puedes ejecutar un compilador en la GameCube, por lo que necesitas desarrollar y compilar los programas en tu ordenador - lo cual probablemente sea más rápido.</p> <p>La GameCube tiene un procesador PowerPC, por lo que la máquina con la que estás desarollando debe ser capaz de producir binarios de PowerPC. Si estás ejecutando Linux en un Mac, es fácil: tu máquina puede producir ejecutables para la GameCube.</p> <p>Si tu máquina es un PC x86 o un Mac ejecutando Mac OS X, necesitas un compilador cruzado. <a href="http://heliscar.com/greg/">http://heliscar.com/greg/</a> y <a href="http://www.hangar-eleven.de/en/">http://www.hangar-eleven.de/en/</a> hospedan compiladores cruzados precompilados para Linux, Windows y Mac OS X que pueden compilar el kernel de GameCube Linux. Por supuesto, tambien puedes crear tu propio compilador cruzado a partir del código fuente de GCC y binutils.</p> <h2>Ejecutando programas en la GameCube</h2> <p>La GameCube no puede leer ningún CD/DVD que pueda ser grabado. Ahora mismo, la única forma de ejecutar tu código es un método llamado "PSOload".</p> <p>El juego "Phantasy Star Online" ("PSO", cualquier versión) intenta conectarse a un servidor central si intentas jugar online, para descargarse una versión actualizada del código del juego. Este mecanismo puede ser usado para transferir cualquier tipo de código a la GameCube.</p> <p>Necesitas el juego "PSO", una tarjeta de memoria, el adaptador de banda ancha y un PC con Windows ejecutando la herramienta "PSOload", conectado a la GameCube con una tarjeta Ethernet.</p> <p>PSOload v2.0a puede ser descargado <a href="http://www.gcdev.com/download/PSOloadV2.0a.zip">aquí</a>.</p> </iparticle> --- NEW FILE: mailinglist.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Listas de correo</title> </info> <p>Hay tres listas de correo para GameCube Linux.</p> <p>Las listas se encuentran en <a href="http://sourceforge.net/mail/?group_id=98581">Página de proyecto de SourceForge</a>.</p> <sect1 title="Lista de correo de desarrolladores"> <p>Esta lista está dedicada exclusivamente a las discusiones sobre el <b>desarrollo</b> de GameCube Linux.</p> <list> <item><a href="http://lists.sourceforge.net/lists/listinfo/gc-linux-devel" title="gc-linux-devel">Suscribirse a la lista</a> (SourceForge.net)</item> <item><a href="news://news.gmane.org/gmane.linux.ports.game-cube.devel" title="gmane.linux.ports.game-cube.devel">Leer la lista como un grupo de noticias</a> (Gmane.org)</item> <item>Explorar y buscar en los archivos: [<a href="http://news.gmane.org/thread.php?group=gmane.linux.ports.game-cube.devel" title="gmane.linux.ports.game-cube.devel">Gmane</a>] [<a href="http://sourceforge.net/mailarchive/forum.php?forum=gc-linux-devel" title="gc-linux-devel">SourceForge</a>]</item> </list> </sect1> <sect1 title="Lista de correo de documentación"> <p>Si estás trabajando en la documentación o traducción de GameCube Linux, debes unirte a esta lista de correo para las discusiones relativas a la web y su traducción. Tambien deberías apuntarte a la lista -cvs, para estar al día de los cambios que se produzcan en la web.</p> <list> <item><a href="http://lists.sourceforge.net/lists/listinfo/gc-linux-docs" title="gc-linux-docs">Suscribirse a la lista</a> (SourceForge.net)</item> <item>Explorar y buscar en los archivos: [<a href="http://sourceforge.net/mailarchive/forum.php?forum=gc-linux-docs" title="gc-linux-docs">SourceForge</a>]</item> </list> </sect1> <sect1 title="Lista de correo del CVS"> <p>Todos los <b>cambios del árbol CVS</b>, por ejemplo el kernel, herramientas y la web, son enviados automáticamente a esta lista.</p> <list> <item><a href="http://lists.sourceforge.net/lists/listinfo/gc-linux-cvs" title="gc-linux-cvs">Suscribirse a la lista</a> (SourceForge.net)</item> <item>Explorar y buscar en los archivos: [<a href="http://sourceforge.net/mailarchive/forum.php?forum=gc-linux-cvs" title="gc-linux-cvs">SourceForge</a>]</item> </list> </sect1> </iparticle> --- NEW FILE: screenshots.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Capturas de pantalla</title> <author>Michael Steil (translated by Pezezin)</author> <date>22 de enero del 2004</date> </info> <p>Linux aún no "funciona" en la GameCube - pero el kernel arranca.</p> <h2>Mensajes del kernel de Linux (22 de enero del 2004, tmbinc)</h2> <p>Este kernel aún no funciona del todo - pero muestra una pantalla llena de mensajes, hasta el momento de montar la partición raiz.</p> <p> <a href="../pic/boot1.jpg"><img src="../pic/small-boot1.jpg"/></a> <a href="../pic/boot2.jpg"><img src="../pic/small-boot2.jpg"/></a> <a href="../pic/boot3.jpg"><img src="../pic/small-boot3.jpg"/></a> </p> <h2>Linux pre-alfa (22 de enero del 2004, Alan)</h2> <p>Este kernel aún no funciona - pero se descomprime adecuadamente. La captura de pantalla fue realizada con el emulador dolwin.</p> <p><a href="../pic/prealpha.gif"><img src="../pic/small-prealpha.gif"/></a></p> <h2>Linuxpreview (20 de enero del 2004, Michael)</h2> <p><a href="download.html">Linuxpreview</a> es una pequeña aplicación que muestra a Tux el pingüino y la URL de GameCube Linux en la pantalla. Es un símbolo de que dentro de poco Linux funcionará en la GameCube</p> <p> <a href="../pic/linuxpreview1.jpg"><img src="../pic/small-linuxpreview1.jpg"/></a> <a href="../pic/linuxpreview2.jpg"><img src="../pic/small-linuxpreview2.jpg"/></a> <a href="../pic/linuxpreview3.jpg"><img src="../pic/small-linuxpreview3.jpg"/></a> </p> </iparticle> |
From: <mi...@pr...> - 2004-01-26 18:03:48
|
Update of /cvsroot/gc-linux/htdocs/xml/es In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv7704/es Log Message: Directory /cvsroot/gc-linux/htdocs/xml/es added to the repository |
From: <mi...@pr...> - 2004-01-26 00:57:27
|
Update of /cvsroot/gc-linux/htdocs/xml/it In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv25549 Added Files: faq.xml Log Message: ... --- NEW FILE: faq.xml --- <?xml version="1.0" encoding="ISO-8859-1"?> <?xml-stylesheet type="text/xsl" href="faq.xsl"?> <xfaq> <!-- ***** 1 Generali ***** --> <faq> <category>1 Generalii</category> <question>Posso già far girare Linux su GameCube?</question> <answer>No.</answer> </faq> <faq> <category>1 Generali</category> <question>Perchè Linux? Perchè non Windows? Perchè non MacOS?</question> <answer>Non c'è una versione di Windows (per ora) per processori PowerPC processors e, inoltre, Windows non è Open Source. Alcune parti di Mac OS X sono Open Source, e gira su PowerPC, ma il GameCube ha troppo poca memoria. Linux èOpen Source, potente, ed è disponibile per le CPU PowerPC.</answer> </faq> <faq> <category>1 Generali</category> <question>Il GameCube è un MAC?</question> <answer>No. Nonostante i computer Apple Macintosh e il GameCube abbiano in comune la CPU PowerPC, le architetture di questi due sistemi sono completamente differenti.</answer> </faq> <faq> <category>1 Generali</category> <question>Perchè non fare sviluppo privato con un GameCube SDK?</question> <answer>Del GameCube SDK è impossibile avere la licenza se non si è ufficialmente sviluppatori di videogiochi per GameCube. C'è comunque un sostitutivo esterno Open Source: <a href="http://sourceforge.net/projects/gclib/">GCLIB</a>. L'ambiente runtime Linux ha il vantaggio che , usandolo, è più; semplice "portare" applicazioni già esistenti sul GameCube.</answer> </faq> <faq> <category>1 Generali</category> <question>Il Gamecube è stato già rilasciato da 2 anni - perchè avete iniziato così; tardi?</question> <answer>L'<a href="http://www.xbox-linux.org/">Xbox</a> doveva venire prima.</answer> </faq> <faq> <category>1 Generali</category> <question>Sono alle prime armi. Dove posso trovare informazioni su Linux e su come usarlo?</question> <answer>Un buon punto d'inizio è il The Linux Documentation Project (P.L.U.T.O. in italiano): <a href="http://www.tldp.org/">http://www.tldp.org/</a></answer> </faq> <!-- ***** 2 Far girare codice privato (sviluppato in casa) ***** --> <faq> <category>2 Far girare codice privato (sviluppato in casa)</category> <question>Posso masterizzare CD/DVD da 8cm per farli andare su GameCube?</question> <answer> No. Il GameCube non legge CD/DVD. Non c'è modo di produrre un disco ottico compatibile col GameCube usando un masterizzatore di CD/DVD. </answer> </faq> <faq> <category>2 Far girare codice privato (sviluppato in casa)</category> <question>Quindi come posso far girare codice privato sul GameCube?</question> <answer> Il <a href="http://www.gcdev.com/">PSOload</a> è l'unico metodo per farlo. </answer> </faq> <faq> <category>2 Far girare codice privato (sviluppato in casa)</category> <question>Di cosa ho bisogno esattamente per far girare codice privato su GameCube?</question> <answer> Di un GameCube, una versione di "Phantasy Star Online", un "Broadband Adapter", una memory card, e di <a href="http://www.gcdev.com/">PSOload</a>. </answer> </faq> <faq> <category>2 Far girare codice privato (sviluppato in casa)</category> <question>Ho bisogno di una modifica?</question> <answer> Non ci sono modifiche. </answer> </faq> <faq> <category>2 Far girare codice privato (sviluppato in casa)</category> <question>Una di queste procedure può; impedirmi di far andare i miei giochi?</question> <answer> No. </answer> </faq> <!-- ***** 3 Aiuti ***** --> <faq> <category>3 Aiuti</category> <question>Sono in possesso di dati confidenziali Nintendo o del GameCube SDK. Posso essere d'aiuto?</question> <answer>Usando queste informazioni o l'SDK comprometteremmo la legalità del progetto.</answer> </faq> <faq> <category>3 Aiuti</category> <question>Come posso essere d'aiuto?</question> <answer>La <a href="/">pagina iniziale</a> spiega come poter contribuire.</answer> </faq> <faq> <category>3 Aiuti</category> <question>Voglio partecipare al progetto. Potete mandarmi un Nintendo GameCube SDK?</question> <answer>No. Non ne abbiamo uno, non sappiamo dove prenderlo, e se lo avessimo non lo useremmo. Non c'è modo legale per un hobbyist di usare l'SDK. Non ne abbiamo bisogno in alcun modo: L'unica parte del progetto che dipende dal formato di file eseguibili dal GameCube e l'IPL è il bootloader in formato DOL bootloader, ma la sua struttura è una sfida.</answer> </faq> <!-- ***** 6 The Law ***** --> <faq> <category>4 La Legge</category> <question>Il vostro progetto è illegale? La DMCA non vieta tutto questo?</question> <answer> <p>La DMCA vieta di aggirare le protezioni delle copie, ma non è questo il nostro scopo. Noi sviluppiamo un sistema operativo alternativo per la console da gioco GameCube. Comunque, se vivi negli USA o in un altro paese con legislazione similare, e lavori all'hacking del GameCube piuttosto che sullo sviluppo di Linux, puoi partecipare al progetto in forma anonima.</p> <p>Se è un avvocato o rappresenta Nintendo, è il benvenuto per parlarci di ogni cambiamento.</p> </answer> </faq> <faq> <category>4 La Legge</category> <question>Perderò; la mia garanzia facendo le cose mostrate su questo sito?</question> <answer> Finchè non apri il tuo GameCube no, non c'è alcuna prova. </answer> </faq> </xfaq> |
From: <mi...@pr...> - 2004-01-26 00:56:07
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Update of /cvsroot/gc-linux/htdocs/xml/it In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv25310/it Log Message: Directory /cvsroot/gc-linux/htdocs/xml/it added to the repository |
From: <mi...@pr...> - 2004-01-26 00:48:42
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Update of /cvsroot/gc-linux/htdocs/xml/en In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv23980 Modified Files: news.xml Log Message: Yet Another GameCube Documentation Index: news.xml =================================================================== RCS file: /cvsroot/gc-linux/htdocs/xml/en/news.xml,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- news.xml 25 Jan 2004 16:30:53 -0000 1.2 +++ news.xml 26 Jan 2004 00:47:56 -0000 1.3 @@ -2,6 +2,11 @@ <?xml-stylesheet href="news.xsl" type="text/xsl"?> <news> <item> + <date>25 January 2004</date> + <title>Yet Another GameCube Documentation</title> + <text>Groepaz has contributed 140 pages of compiled technical information on the GameCube. Read it <a href="docs/yagcd.html">here</a>.</text> + </item> + <item> <date>24 January 2004</date> <title>Preliminary interrupt code</title> <text>is in the <a href="http://cvs.sourceforge.net/viewcvs.py/gc-linux">CVS</a>. Happy anniversary <a href="http://www.apple.com/hardware/ads/1984/">Apple</a> (they happen to use the GameCube CPU in their computers)!</text> |
From: <mi...@pr...> - 2004-01-26 00:41:05
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Update of /cvsroot/gc-linux/htdocs/xml/de In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22611/de Added Files: screenshots.xml Log Message: Einigkeit und Recht und Freiheit. --- NEW FILE: screenshots.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Screenshots</title> <author>Michael Steil (translated by Adrian von Buttlar)</author> <date>22 January 2004</date> </info> <p>Noch gibt es kein "funktionierendes" Linux für den GameCube - aber der Kernel bootet bereits.</p> <h2>Linux kernel messages (22 Jan 2004, tmbinc)</h2> <p>Dieser Kernel läuft noch nicht wirklich - Aber er zeigt den Bildschirminhalt mit den Kernelmeldungen, bis zum einhängen des Rootverzeichnisses.</p> <p> <a href="../pic/boot1.jpg"><img src="../pic/small-boot1.jpg"/></a> <a href="../pic/boot2.jpg"><img src="../pic/small-boot2.jpg"/></a> <a href="../pic/boot3.jpg"><img src="../pic/small-boot3.jpg"/></a> </p> <h2>Linux prealpha (22 Jan 2004, Alan)</h2> <p>Dieser Kernel läuft noch nicht - aber er wird richtig dekomprimiert. Dieser Screenshot wurde im dolwin Emulator gemacht.</p> <p><a href="../pic/prealpha.gif"><img src="../pic/small-prealpha.gif"/></a></p> <h2>Linuxpreview (20 Jan 2004, Michael)</h2> <p><a href="download.html">Linuxpreview</a> ist eine kleine Anwendung, die Tux den Pinguin und die GameCube Linux URL auf dem Schirm zeigt. Es ist ein Zeichen dafür, dass Linux bald auf den GameCube kommt.</p> <p> <a href="../pic/linuxpreview1.jpg"><img src="../pic/small-linuxpreview1.jpg"/></a> <a href="../pic/linuxpreview2.jpg"><img src="../pic/small-linuxpreview2.jpg"/></a> <a href="../pic/linuxpreview3.jpg"><img src="../pic/small-linuxpreview3.jpg"/></a> </p> </iparticle> |
From: <mi...@pr...> - 2004-01-26 00:40:29
|
Update of /cvsroot/gc-linux/htdocs/xml/de In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22522/de Log Message: Directory /cvsroot/gc-linux/htdocs/xml/de added to the repository |
From: <mi...@pr...> - 2004-01-26 00:39:56
|
Update of /cvsroot/gc-linux/htdocs/xml/fr In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22384 Added Files: howtodevelop.xml Log Message: ... --- NEW FILE: howtodevelop.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> <title>Comment déelopper pour GameCube Linux</title> <author>Michael Steil (translated by Franck Verrot)</author> <date>25 Janvier 2004</date> </info> <p>Viser le déeloppement sur la GameCube n'est pas aussi facile que de viser celui sur un PC sous Linux, car vous devrez cross-déelopper(produire du code exéutable par une machine sur une architecture difféente) et explicitement transféer les exéutables aprè compilation.</p> <h2>Cross compilation</h2> <p>Vous ne pouvez compiler directement sur GameCube pour le moment, vous devrez donc déelopper et compiler sur votre ordinateur de bureau - ce qui parait le plus rapide de toute manièe.</p> <p>La GameCube a un processeur PowerPC, votre machine de déeloppement doit ainsi êre capable de compiler des binaires PowerPC. Si vous avez un Mac utilisant Linux, c'est simple: votre machine peut déé crér des exéutables pour la GameCube.</p> <p>Si votre machine de déeloppement est un PC x86 ou un Mac sous Mac OS X, vous aurez besoin d'un cross-compilateur. <a href="http://heliscar.com/greg/">http://heliscar.com/greg/</a> et <a href="http://www.hangar-eleven.de/en/">http://www.hangar-eleven.de/en/</a> ont tout deux des cross-compilateurs préonstruits pour Linux, Windows ou Mac OS X qui peuvent compiler le noyau GameCube Linux. Vous pouvez bien entendu aussi construire votre propre cross-compilateur avec les sources de GCC et binutils.</p> <h2>Lancer des exéutables sur la GameCube</h2> <p>La GameCube ne peut lire de CDs/DVDs gravé. La seule manièe viable pour lancer votre code directement est la mééode "PSOload".</p> <p>Le jeu "Phantasy Star Online" ("PSO", n'importe quelle version) essaye de se connecter sur un serveur central si vous déirez jouer en ligne, afin de tééharger une version mise àjour de l'exéétable du jeu. Le méanisme utilisépeut êtê utilisééour transgéer n'importe quel code sur la GameCube.</p> <p>Vous aurez besoin du jeu "PSO", d'une carte méoire, d'un adaptateur haut déit et d'un PC sous Windows ayant l'outil "PSOLoad", connectéàla GameCube via Ethernet.</p> <p>PSOload v2.0a peut êre tééchargé<a href="http://www.gcdev.com/download/PSOloadV2.0a.zip">ici</a>.</p> </iparticle> |
From: <mi...@pr...> - 2004-01-26 00:39:37
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Update of /cvsroot/gc-linux/htdocs/xml/en In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22255 Added Files: yagcd.xml Log Message: added groepaz' doc --- NEW FILE: yagcd.xml --- <?xml version="1.0" encoding="iso-8859-1"?> <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle><info><title> Yet Another Gamecube Documentation</title></info> for your convinience this document is also available for offline-viewing in the following formats:<br /> <a href="../../down/yet_another_gamecube_doc.html.tar.gz">html</a> (without any site-specific formatting)<br /> <a href="../../down/yet_another_gamecube_doc.txt.tar.gz">txt</a> (for terminal users and easy grep-ing)<br /> <a href="../../down/yet_another_gamecube_doc.pdf.tar.gz">pdf</a> (primary document, recommended for printing)<br /> <hr /> <h1 align="center">Yet Another Gamecube Documentation<br /> <font size="-1">(but one that's worth printing)</font> </h1> <div class="p"><!----></div>  <br /> [...16275 lines suppressed...] <tr><td align="center"><b>tmbinc</b></td><td align="right">debugmo.de <a href="http://debugmo.de"><tt>http://debugmo.de</tt></a></td></tr> <tr><td align="center"></td><td align="right">released some sources that helped to close the one or other gap</td></tr> <tr><td align="center"></td><td align="right">driving force behind GX reversing</td></tr> <tr><td align="center"><b>Timothy Wilson</b></td><td align="right"><tt>th...@ii...</tt></td></tr> <tr><td align="center"></td><td align="right">compiled some valuable info concerning memory cards</td></tr> <tr><td align="center"><b>Authors of GClib</b></td><td align="right"><tt>gclib.sf.net</tt></td></tr> <tr><td align="center"></td><td align="right">cross-checking against the Source helped to make sure no bad errors sneaked in</td></tr> <tr><td align="center"></td></tr></table> </center> <div class="p"><!----></div> <br /><br /><hr /></iparticle> |
From: <mi...@pr...> - 2004-01-26 00:38:30
|
Update of /cvsroot/gc-linux/htdocs/xml/en In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22068 Modified Files: howtodevelop.xml Log Message: typo Index: howtodevelop.xml =================================================================== RCS file: /cvsroot/gc-linux/htdocs/xml/en/howtodevelop.xml,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- howtodevelop.xml 26 Jan 2004 00:34:35 -0000 1.3 +++ howtodevelop.xml 26 Jan 2004 00:37:44 -0000 1.4 @@ -30,5 +30,5 @@ dhcpcsvc.dll ----- Win98SE DLL-Version ipcfgdll.dll ----- Win98SE DLL-Version advapi32.dll ----- Win98SE DLL-Version</pre> -<p>Chances are, it will work with very different configurations as well.i Read the details <a href="http://article.gmane.org/gmane.linux.ports.game-cube.devel/69">here</a>.</p> +<p>Chances are, it will work with very different configurations as well. Read the details <a href="http://article.gmane.org/gmane.linux.ports.game-cube.devel/69">here</a>.</p> </iparticle> |
From: <mi...@pr...> - 2004-01-26 00:35:21
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Update of /cvsroot/gc-linux/htdocs/xml/en In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv21534 Modified Files: howtodevelop.xml Log Message: added link to ml post Index: howtodevelop.xml =================================================================== RCS file: /cvsroot/gc-linux/htdocs/xml/en/howtodevelop.xml,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- howtodevelop.xml 26 Jan 2004 00:04:06 -0000 1.2 +++ howtodevelop.xml 26 Jan 2004 00:34:35 -0000 1.3 @@ -30,5 +30,5 @@ dhcpcsvc.dll ----- Win98SE DLL-Version ipcfgdll.dll ----- Win98SE DLL-Version advapi32.dll ----- Win98SE DLL-Version</pre> -<p>Chances are, it will work with very different configurations as well.</p> +<p>Chances are, it will work with very different configurations as well.i Read the details <a href="http://article.gmane.org/gmane.linux.ports.game-cube.devel/69">here</a>.</p> </iparticle> |
From: Michael S. <st...@in...> - 2004-01-21 18:30:13
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:-) |