Rockbox Ports are now being developed for various digital audio players!
err if creative has modified nano-x dramatically we should be able to get their original source http://www.microwindows.org/faq.html
everytime I open device it says OpenDevice: Operation failed, details: The system cannot find the file specified. (Exception from HRESULT: 0x80070002)I got Windows vista and im pritty sure I did the device manager right. but when i ran mtpinfup.exe it comes up then goes back down and looks like i can see an error in that 1sec. any help would be great thanks
Awesome work there mcuelenaere and zook Once zooks firmware utilities are up and running whats next?err if creative has modified nano-x dramatically we should be able to get their original source http://www.microwindows.org/faq.html
The short-term goal is to get a build tool chain up and running.
Once that's ready, the actual porting process can begin.Which I think entails writing a bootloader, working out (reversing/reading specs) how the various devices work and writing the code to integrate them into the rockbox source.But I have yet to look into the rockbox source, so I have no idea how much work is generally involved.
First: Congratulations! Great work zook and mcuelenaere!I followed this thread for half a year now and am quite happy that you finally made it.Now i wanted to ask, if there already is some (rather easy) work to do. I'm quite motivated, but my programming knowledge doesn't go far beyond basic delphi skills and even less in C. If there is anything which is possible to learn in a few weeks, i would like to help.
Quote from: zook on November 13, 2007, 02:40:59 PMThe short-term goal is to get a build tool chain up and running.If you get the rockbox sources, running the tools/rockboxdev.sh (and select arm) should be enough...
QuoteOnce that's ready, the actual porting process can begin.Which I think entails writing a bootloader, working out (reversing/reading specs) how the various devices work and writing the code to integrate them into the rockbox source.But I have yet to look into the rockbox source, so I have no idea how much work is generally involved.There's really no "generally" here since it all depends on the particular hardware, what has been done on this or very similar hardware before and how fluent the people doing it are in these things.
Since the main SoC is the same one the mrobe500 uses, I figure some inspiration can be gotten from there.
BTW, given that you seem to start figuring out the file format for firmware upgrades, do you know if or how you can restore back to a sane environment if you upgrade to a totally broken firmware (like for example your own attempts) ?
First off, congrats, its bin a while since I've checked up on this and it seems like I've missed out on a lot! If the source code were modified, for arguments sake so that rockbox handles the player controls correctly, would the compilation be required to take place onboard the Zen itself, or would an easier way be to compile it using the correct tool chain and then transferring it?
Second, I cannot recall if anyone has managed to dump the flash memory data. If this were altered causing it to brick the player, could this be flashed with the original dump? I ask this as a precaution for testing purposes giving us another avenue.
As I understand, its not a simple matter of uploading the firmware using the correct checksum. If the bootloader calls upon different files on the HDD, each encrypted and compressed in a different way, I am assuming that the bootloader has become the main focus in order to configure it to correctly load the rockbox firmware (once properly modified for the Zen)? Is it also correct that this bootloader (located at FBOOT) is ARM code?Also, in your opinion, what is the next step?
just recently Creative released an open-source C54x compiler;
I think we should decode the CENC block, analyze it (figure out LCD driver code, button driver, etc...) and rebuild the CENC block with our own code so the flash data isn't harmed (and the player couldn't get screwed up). I think this is the best (current) solution for running our own code on the player.
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