STM32CubeProgrammer flashlayout - stm32mpu

Help Troubleshooting my Factorio Install

Factorio crashes on startup. I don't get to the start menu even. Things we've tried:
I have attached the log file below. I don't know what it means but perhaps one of you engineers can help me parse it.

Here's our log file return:
0.000 2020-10-27 11:20:33; Factorio 1.0.0 (build 54889, mac, steam)
0.000 Operating system: macOS 10.13.6
0.000 Program arguments: "/Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/MacOS/factorio"
0.000 Read data path: /Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/data
0.000 Write data path: /Volumes/Home/Library/Application Support/factorio [846099/953541MB]
0.000 Binaries path: /Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents
0.023 System info: [CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz, 6 cores, RAM: 16384 MB]
0.023 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmW] [Lang: en]
0.066 Available displays: 1
0.066 [0]: SA300/SA350 - {[0,0], 1920x1080, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0xb41d501(0x02)}
0.109 Initialised OpenGL:[0] NVIDIA GeForce 210 OpenGL Engine; driver: 3.3 NVIDIA-10.33.0 387.10.10.10.40.105
0.109 [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO
0.109 [Version] 3.3
0.109 Graphics settings preset: medium-with-low-vram
0.109 Dedicated video memory size 1024 MB (detected from GeForce 210; VendorID: 0x1022600)
0.208 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 25%] [DXT: low-quality] [Color: 32bit]
0.208 [Max threads (load/render): 32/6] [Max texture size: 4096] [Tex.Stream.: 1] [Rotation quality: low] [Other: sTDCwt] [B:0,C:0,S:100]
0.239 [Audio] Backend:default; Depth:16, Channel:2, Frequency:44100; MixerQuality:linear
0.410 Loading mod core 0.0.0 (data.lua)
0.527 Loading mod base 1.0.0 (data.lua)
0.802 Loading mod base 1.0.0 (data-updates.lua)
0.953 Checksum for core: 2630831588
0.953 Checksum of base: 3509992273
1.153 Prototype list checksum: 3301461508
1.229 Loading sounds...
1.263 Info PlayerData.cpp:70: Local player-data.json unavailable
1.263 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1599183581
1.400 Initial atlas bitmap size is 4096
1.405 Created atlas bitmap 4096x4096 [none]
1.409 Created atlas bitmap 4096x4096 [none]
1.411 Created atlas bitmap 4096x4084 [none]
1.413 Created atlas bitmap 4096x4092 [none]
1.416 Created atlas bitmap 4096x4096 [none]
1.418 Created atlas bitmap 4096x4092 [none]
1.418 Created atlas bitmap 4096x504 [none]
1.418 Created atlas bitmap 4096x2120 [decal]
1.421 Created atlas bitmap 4096x4064 [low-object]
1.421 Created atlas bitmap 4096x1856 [low-object]
1.421 Created atlas bitmap 4096x2272 [mipmap, linear-minification, linear-magnification, linear-mip-level]
1.423 Created atlas bitmap 4096x4096 [terrain, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x3104 [terrain, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x1632 [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x1664 [smoke, mipmap, linear-minification, linear-magnification]
1.423 Created atlas bitmap 4096x928 [mipmap]
1.423 Created atlas bitmap 4096x2336 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
1.423 Created atlas bitmap 2048x224 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
1.423 Created atlas bitmap 4096x828 [alpha-mask]
1.428 Created atlas bitmap 4096x4088 [shadow, linear-magnification, alpha-mask]
1.431 Created atlas bitmap 4096x4096 [shadow, linear-magnification, alpha-mask]
1.433 Created atlas bitmap 4096x4080 [shadow, linear-magnification, alpha-mask]
1.434 Created atlas bitmap 4096x3272 [shadow, linear-magnification, alpha-mask]
1.434 Created atlas bitmap 4096x1312 [shadow, mipmap, linear-magnification, alpha-mask]
1.450 Created virtual atlas pages 4096x4096x2
2.304 Error CrashHandler.cpp:621: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#1 0x00000001039bc8b2 in Logger::logStacktrace(StackTraceInfo*) + 0x12
#2 0x0000000102e90899 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) + 0xb9
#3 0x00000001039a00e4 in CrashHandler::commonSignalHandler(int) + 0x74
#4 0x000000010399f5e9 in CrashHandler::SignalHandler(int) + 0x9
#5 0x00007fff6593ef5a in _sigtramp + 0x1a
#6 0x000000010e0a4765 in + 0x0
#7 0x000000010e0a384a in + 0x0
#8 0x000000010e0a3187 in + 0x0
#9 0x000000010e494161 in gldBlitFramebufferData + 0x2c55c6
#10 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#11 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#12 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#13 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#14 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#15 0x000000010e492377 in gldBlitFramebufferData + 0x2c37dc
#16 0x000000010e0a44cc in + 0x0
#17 0x000000010e123ec8 in gldReadTextureData + 0x311a4
#18 0x000000010df0acf1 in + 0x0
#19 0x000000010df0bd5e in + 0x0
#20 0x000000010df11957 in + 0x0
#21 0x000000010df11ff0 in + 0x0
#22 0x000000010e1de080 in gldBlitFramebufferData + 0xf4e5
#23 0x000000010e1de7f3 in gldBlitFramebufferData + 0xfc58
#24 0x000000010e1dee0e in gldBlitFramebufferData + 0x10273
#25 0x000000010e0f21b5 in gldUnbindPipelineProgram + 0x97a
#26 0x000000010e1ddc83 in gldBlitFramebufferData + 0xf0e8
#27 0x000000010e1cc241 in gldUpdateDispatch + 0x354
#28 0x00007fff47e09b33 in gleDoDrawDispatchCoreGL3 + 0x259
#29 0x00007fff47dbad07 in gleDrawArraysOrElements_Entries_Body + 0x77
#30 0x00007fff47db41d0 in glDrawElements_GL3Exec + 0xd2
#31 0x0000000102eabe4f in GraphicsInterfaceOpenGL::drawIndexed(DrawBindings const&, VideoBuffer*, VideoBuffer*, unsigned int, unsigned int) + 0xbf
#32 0x0000000102e1e8f2 in TextureProcessor::testGpuAcceleratedCompression(GraphicsInterface&) + 0xbd2
#33 0x0000000102e10f8a in AtlasSystem::createTextureProcessor(unsigned int) + 0x9a
#34 0x0000000102e0e9b5 in AtlasSystem::loadSprites(bool) + 0x165
#35 0x0000000102e1fb2c in AtlasSystem::tryLoadSpritesWithFallbackToMinimalMode(bool) + 0x2c
#36 0x0000000102df02ad in AtlasSystem::build() + 0x20d
#37 0x000000010290abef in GlobalContext::init(bool, bool, bool, std::__1::optional) + 0x264f
#38 0x00000001029056f9 in MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::__1::function, Filesystem::Path const&, MainLoop::HeavyMode) + 0xe9
#39 0x000000010278ec2b in main + 0x1282b
Stack trace logging done
2.322 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
submitted by derekvonzarovich2 to factorio [link] [comments]

Cant passthrough RX 5700 XT

I was trying to passtrough my only gpu but there seems to be a problem with vfio.
CPU: Ryzen 1700X
GPU: Sapphire pulse rx 5700 xt
Mobo: Asus Rog strix X370-F
Bios options: SVM : Enabled, SR-IOV : Disabled
OS: arch , kernel 5.2.11-arch1-1-ARCH
Kernel parameters: "amd_iommu=on iommu=pt loglevel=3 quiet"

mkinitcpio.conf (comments are ommited)
MODULES=(vfio_pci vfio vfio_iommu_type1 vfio_virqfd) BINARIES=() FILES=() HOOKS=(base udev autodetect modconf block filesystems keyboard fsck) 
/etc/modprobe.d/vfio.conf
options vfio_pci ids=1002:731f,1002:ab38 
iommu groups
IOMMU Group 0: 00:01.0 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-1fh) PCIe Dummy Host Bridge [1022:1452] IOMMU Group 1: 00:01.1 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) PCIe GPP Bridge [1022:1453] IOMMU Group 10: 00:08.1 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Internal PCIe GPP Bridge 0 to Bus B [1022:1454] IOMMU Group 11: 00:14.0 SMBus [0c05]: Advanced Micro Devices, Inc. [AMD] FCH SMBus Controller [1022:790b] (rev 59) 00:14.3 ISA bridge [0601]: Advanced Micro Devices, Inc. [AMD] FCH LPC Bridge [1022:790e] (rev 51) IOMMU Group 12: 00:18.0 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Data Fabric: Device 18h; Function 0 [1022:1460] 00:18.1 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Data Fabric: Device 18h; Function 1 [1022:1461] 00:18.2 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Data Fabric: Device 18h; Function 2 [1022:1462] 00:18.3 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Data Fabric: Device 18h; Function 3 [1022:1463] 00:18.4 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Data Fabric: Device 18h; Function 4 [1022:1464] 00:18.5 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Data Fabric: Device 18h; Function 5 [1022:1465] 00:18.6 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Data Fabric: Device 18h; Function 6 [1022:1466] 00:18.7 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Data Fabric: Device 18h; Function 7 [1022:1467] IOMMU Group 13: 01:00.0 Non-Volatile memory controller [0108]: Samsung Electronics Co Ltd NVMe SSD Controller SM981/PM981/PM983 [144d:a808] IOMMU Group 14: 02:00.0 USB controller [0c03]: Advanced Micro Devices, Inc. [AMD] X370 Series Chipset USB 3.1 xHCI Controller [1022:43b9] (rev 02) 02:00.1 SATA controller [0106]: Advanced Micro Devices, Inc. [AMD] X370 Series Chipset SATA Controller [1022:43b5] (rev 02) 02:00.2 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] X370 Series Chipset PCIe Upstream Port [1022:43b0] (rev 02) 03:00.0 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] 300 Series Chipset PCIe Port [1022:43b4] (rev 02) 03:02.0 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] 300 Series Chipset PCIe Port [1022:43b4] (rev 02) 03:03.0 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] 300 Series Chipset PCIe Port [1022:43b4] (rev 02) 03:04.0 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] 300 Series Chipset PCIe Port [1022:43b4] (rev 02) 03:06.0 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] 300 Series Chipset PCIe Port [1022:43b4] (rev 02) 03:07.0 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] 300 Series Chipset PCIe Port [1022:43b4] (rev 02) 04:00.0 USB controller [0c03]: ASMedia Technology Inc. ASM1142 USB 3.1 Host Controller [1b21:1242] 05:00.0 Ethernet controller [0200]: Intel Corporation I211 Gigabit Network Connection [8086:1539] (rev 03) IOMMU Group 15: 0a:00.0 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD/ATI] Device [1002:1478] (rev c1) IOMMU Group 16: 0b:00.0 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD/ATI] Device [1002:1479] IOMMU Group 17: 0c:00.0 VGA compatible controller [0300]: Advanced Micro Devices, Inc. [AMD/ATI] Navi 10 [Radeon RX 5700 / 5700 XT] [1002:731f] (rev c1) IOMMU Group 18: 0c:00.1 Audio device [0403]: Advanced Micro Devices, Inc. [AMD/ATI] Navi 10 HDMI Audio [1002:ab38] IOMMU Group 19: 0d:00.0 Non-Essential Instrumentation [1300]: Advanced Micro Devices, Inc. [AMD] Zeppelin/Raven/Raven2 PCIe Dummy Function [1022:145a] IOMMU Group 2: 00:01.3 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) PCIe GPP Bridge [1022:1453] IOMMU Group 20: 0d:00.2 Encryption controller [1080]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Platform Security Processor [1022:1456] IOMMU Group 21: 0d:00.3 USB controller [0c03]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) USB 3.0 Host Controller [1022:145c] IOMMU Group 22: 0e:00.0 Non-Essential Instrumentation [1300]: Advanced Micro Devices, Inc. [AMD] Zeppelin/Renoir PCIe Dummy Function [1022:1455] IOMMU Group 23: 0e:00.2 SATA controller [0106]: Advanced Micro Devices, Inc. [AMD] FCH SATA Controller [AHCI mode] [1022:7901] (rev 51) IOMMU Group 24: 0e:00.3 Audio device [0403]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) HD Audio Controller [1022:1457] IOMMU Group 3: 00:02.0 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-1fh) PCIe Dummy Host Bridge [1022:1452] IOMMU Group 4: 00:03.0 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-1fh) PCIe Dummy Host Bridge [1022:1452] IOMMU Group 5: 00:03.1 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) PCIe GPP Bridge [1022:1453] IOMMU Group 6: 00:04.0 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-1fh) PCIe Dummy Host Bridge [1022:1452] IOMMU Group 7: 00:07.0 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-1fh) PCIe Dummy Host Bridge [1022:1452] IOMMU Group 8: 00:07.1 PCI bridge [0604]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-0fh) Internal PCIe GPP Bridge 0 to Bus B [1022:1454] IOMMU Group 9: 00:08.0 Host bridge [0600]: Advanced Micro Devices, Inc. [AMD] Family 17h (Models 00h-1fh) PCIe Dummy Host Bridge [1022:1452] 
xml
 win10 facb7abd-ac3e-4a04-8e86-d6944b62d723      8388608 8388608 16  hvm /usshare/ovmf/x64/OVMF_CODE.fd /valib/libvirt/qemu/nvram/win10_VARS.fd                      destroy restart destroy      /usbin/qemu-system-x86_64     
Output of "dmesg | grep vfio" before starting vm
[ 1.279191] vfio-pci 0000:0c:00.0: vgaarb: changed VGA decodes: olddecodes=io+mem,decodes=io+mem:owns=io+mem [ 1.293682] vfio_pci: add [1002:731f[ffffffff:ffffffff]] class 0x000000/00000000 [ 1.310411] vfio_pci: add [1002:ab38[ffffffff:ffffffff]] class 0x000000/00000000 
full output: https://pastebin.com/UVaxAWWU

Output of "dmesg | grep vfio" after starting vm
[ 1.279191] vfio-pci 0000:0c:00.0: vgaarb: changed VGA decodes: olddecodes=io+mem,decodes=io+mem:owns=io+mem [ 1.293682] vfio_pci: add [1002:731f[ffffffff:ffffffff]] class 0x000000/00000000 [ 1.310411] vfio_pci: add [1002:ab38[ffffffff:ffffffff]] class 0x000000/00000000 [ 358.866916] vfio-pci 0000:0c:00.0: vfio_ecap_init: hiding ecap [email protected] [ 358.866927] vfio-pci 0000:0c:00.0: vfio_ecap_init: hiding ecap [email protected] [ 358.866930] vfio-pci 0000:0c:00.0: vfio_ecap_init: hiding ecap [email protected] [ 358.866931] vfio-pci 0000:0c:00.0: vfio_ecap_init: hiding ecap [email protected] [ 358.866933] vfio-pci 0000:0c:00.0: vfio_ecap_init: hiding ecap [email protected] [ 358.867808] vfio-pci 0000:0c:00.0: BAR 0: can't reserve [mem 0xe0000000-0xefffffff 64bit pref] [ 361.571367] vfio-pci 0000:0c:00.0: No more image in the PCI ROM [ 361.571388] vfio-pci 0000:0c:00.0: No more image in the PCI ROM 
full output: https://pastebin.com/VyxF9Y88

Since I only have one gpu I am forwarding X11 to a laptop and running virt-manager from there, windows starts and works fine but on my main display I only get a blinking cursor after starting the vm.

Edit: Thanks to u/cybervseas and this post https://www.reddit.com/VFIO/comments/7kpw33/cant_passthrough_boot_gpu_did_i_miss_something/ I got the vm working.
I added a line to the xml file that points to the rom file to be used. You can get that file from https://www.techpowerup.com/vgabios/ , download gpu-z and dump it or any other way to get the rom of your gpu.
    
The last thing was changing some settings in grub. I added the kernel parameter 'nofb' and changed GRUB_GFXPAYLOAD from 'keep' to 'text' in the file at /etc/default/grub.
Everything seems to work now I am writing this from inside the vm and I had no problems with the driver installation it works the same way as if windows was the host os.
submitted by diogo464 to VFIO [link] [comments]

Transcript from Ravencoin Open Developer Meeting - Nov. 16, 2018

Tron at 2:03 PM

Topics: Messaging (next phase) UI 2.2 - Build from develop - still working out a few kinks Mobile - Send/Rcv/View Assets - In progress Raven Dev Kit -Status

RavencoinDev at 2:04 PM

Hey Everybody! Let's get started!Thanks Tron for posting the topics.Tron is going talk about Messaging Plans.Let's start there.

Chatturga at 2:06 PM

It looks like this channel is not connected to the IRC. One moment

RavencoinDev at 2:07 PM

Well, we going to move forward as the tech guys fix the IRC connections.

Tron at 2:07 PM

I wanted to have a doc describing the messaging, but it isn't quite ready.I understand this isn't going to IRC yet, but I'm starting anyway.

RavencoinDev at 2:08 PM

Look for it soon on a Medium near you.

Tron at 2:08 PM

Summary version: Every transaction can have an IPFS hash attached.

Vincent at 2:09 PM

any plans for a 'create IPFS' button?

RavencoinDev at 2:09 PM

Yes

Vincent at 2:09 PM

on asset creatin window also?

RavencoinDev at 2:09 PM

Yes

Vincent at 2:09 PM

sweet

Tron at 2:09 PM

IPFS attachments for transactions that send ownership token or channel token back to the same address will be considered broadcast messages for that token.The client will show the message.Some anti-spam measures will be introduced.If a token is in a new address, then messages will be on by default.The second token in an address, the channel will be available, but muted by default.

RavencoinDev at 2:11 PM

That way I can't spam out 21b tokens and then start sending messages to everybody.

Tron at 2:11 PM

We'd like to have messaging in a reference client on all six platforms.

corby at 2:11 PM

Hi!

Tron at 2:11 PM

Photos will not be shown. Messages will be "linkified"

RavencoinDev at 2:12 PM

and plain text.We'll start with the QT wallet support

Tron at 2:12 PM

Any other client is free to show any IPFS message they choose.The messaging is fully transparent.

Rikki RATTOE at 2:13 PM

ok, so messaging isn't private

Tron at 2:13 PM

Anyone could read the chain and see the messages.

RavencoinDev at 2:13 PM

No, never was planned to be private

MSFTserver-mine more @ MinerMore at 2:13 PM

irc link should be fixed

Tron at 2:13 PM

It is possible to put encrypted content in the IPFS, but then you'd have to distribute the key somehow.

RavencoinDev at 2:13 PM

Thanks MSFT!

Chatturga at 2:13 PM

Negative

Tron at 2:14 PM

Core protocol changes Extend the OP_RVN_ASSET to include for any transfer: RVNT <0xHH><0x12><0x20><32 bytes encoding 256 bit IPFS hash> 0xHH - File type 0x00 - NO data, 0x01 - IPFS hash, 0x02 through 0xFF RESERVED 0x12 - IPFS Spec - Using SHA256 hash 0x20 - IPFS Spec - 0x20 in hex specifying a 32 byte hash. …. (32 byte hash in binary)

corby at 2:14 PM

By it's nature nothing on chain is private per se. Just like with wallets you'd need to use crypto to secure messaging between parties.

Tron at 2:14 PM

Advantages: This messaging protocol has the advantage of not filling up the blockchain. The message information is public so IPFS works as a great distributed store. If the messages are important enough, then the message sender can run nodes that "PIN" the message to keep a more durable version. The message system cannot be spoofed because any change in the message will result in a different hash, and therefore the message location will be different. Only the unique token holder can sign the transaction that adds the message. This prevents spam. Message clients (wallets), can opt-in or opt-out of messages by channel. Meta-message websites can allow viewing of all messages, or all messages for a token. A simple single channel system is supported by the protocol, but a channel could be sub-divided by a client to have as many sub-channels as desired. There are no limits on the number of channels per token, but each channel requires the 5 RVN fee to create the channel.

RavencoinDev at 2:14 PM

So, somebody could create their own client and encrypt the data on the blockchain if they wished.

corby at 2:15 PM

Wow Tron types fast

Rikki RATTOE at 2:15 PM

yeah there was some confusion in the community whether messaging would be private and off chain

Tron at 2:15 PM

Anti-Spam Strategy One difficulty we have is that tokens can be sent to any Ravencoin asset holder unsolicited. This happens on other asset platforms like Counterparty. In many cases, this is good, and is a way for asset issuers to get their token known. It is essentially an airdrop. However, combined with the messaging capabilities of Ravencoin, this can, and likely will become a spam strategy. Someone who wants to send messages (probably scams) to Ravencoin asset holders, which they know are crypto-savvy people, will create a token with billions of units, send it to every address, and then message with the talking stick for that token. Unless we preemptively address this problem, Ravencoin messaging will become a useless spam channel. Anyone can stop the messages for an asset by burning the asset, or by turning off the channel. A simple solution is to automatically mute the channel (by default) for the 2nd asset sent to an address. The reason this works is because the assets that you acquire through your actions will be to a newly generated address. The normal workflow would be to purchase an asset on an exchange, or through a ICO/STO sale. For an exchange, you'll provide a withdrawal address, and best practice says you request a new address from the client with File->'Receiving addresses…'->New. To provide an address to the ICO/STO issuer, you would do the same. It is only the case where someone is sending assets unsolicited to you where an address would be re-used for asset tokens. This is not 100% the case, and there may be rare edge-cases, but would allow us to set the channels to listen or silent by default. Assets sent to addresses that were already 'on-chain' can be quarantined. The user can burn them or take them out of quarantine.

RavencoinDev at 2:18 PM

Okay, let me know when/if you guys read through all that. 📷📷2

corby at 2:18 PM

To be clear this is a client-side issue -- anyone will be able to send anything (including messages) to any address on chain..

RavencoinDev at 2:18 PM

It'll be in the Medium post later.

Tron at 2:19 PM

@corby The reference client will only show messages signed by the issuer or designated channels.Who is ready for another wall of text? 📷

corby at 2:19 PM

I hear that's the plan 📷 just pointing out that it is on the client in these cases..

Tron at 2:20 PM

Yes, any client can show anything gleaned from the chain.Goal: A simple message format without photos. URL links are allowed and most clients will automatically "linkify" the message for valid URLs. For display, message file must be a valid json file. { "subject":"This is the optional subject", "message": "This is required.", "expires": 1578034800 } Only "message" is required {"message":"Hello world"}

bhorn at 2:21 PM

expires?

Vincent at 2:21 PM

discount coupon?

Tron at 2:21 PM

If you have a message that worthless (say after a vote), just don't show the message.

bhorn at 2:21 PM

i see - more client side operation

corby at 2:21 PM

/expires

Tron at 2:22 PM

Yep. And the expiration could be used by IPFS pinners to stop worrying about the message. Optional

RavencoinDev at 2:22 PM

If the client sees a message that is expired it just won't display it.

Vincent at 2:23 PM

will that me messaged otherwise may cause confusion?"expired'

RavencoinDev at 2:23 PM

YesWe'll do our best to make it intuitive.

Tron at 2:24 PM

Client handling of messages Pop-up messages or notifications when running live. Show messages for any assets sent to a new address - by default Mute messages for assets sent to an address that was already on-network. Have a setting to not show messages older than X IPFSHash (or 8 bytes of it) =

Rikki RATTOE at 2:25 PM

will there be a file size limit for IPFS creation in the wallet?

RavencoinDev at 2:25 PM

We'll also provide updated documentation.

Tron at 2:26 PM

Excellent question Rikki. Here are some guidelinesGuidelines: Clients are free to show or not show poorly formed messages. Reference clients will limit message display to properly formed messages. If subject is missing, the first line of the message will be used (up to 80 chars). Standard JSON encoding for newlines, tabs, etc. https://www.freeformatter.com/json-escape.html Expiration is optional, but desired. Will stop showing the message after X date, where X is specified as Unix Epoch. Good for invites, voting requests, and other time sensitive messages that have no value after a specific date. By default clients will not show a message after X blocks (default 1 year) Amount of subject shown will be client dependent - Reference client may cut off at 80 chars. Messages longer than 15,000 (about 8 pages) will not be pinned to IPFS by some scanners. Messages longer than 15,000 characters may be rejected altogether by the client. Images will not be shown in reference clients. Other clients may show any IPFS content at their discretion. IPFSHash is only a "published" message if the Admin/Owner or Channel token is sent from/to the same address. This allows for standard transfers with metadata that don't "publish".Free Online JSON Escape / Unescape Tool - FreeFormatter.comA free online tool to escape or unescape JSON strings

RavencoinDev at 2:26 PM

We're hoping to add preferences that will allow the user to customize their messaging experience.

Tron at 2:27 PM

Also, happy to receive feedback from everyone.

corby at 2:27 PM

In theory though if you maintain your own IPFS nodes you should be able to reference files of whatever size right?

Steelers at 2:27 PM

How about a simple Stop light approach - Green (ball) New Message, Yellow (Ball) Expiring Messages, Red (Ball) Expired Messages

RavencoinDev at 2:27 PM

Yes please! That's the point of sharing it here

Chatturga at 2:27 PM

Fixt

push | ravenland.org at 2:28 PM

Thanks @Tron can you provide any details of the coming 'tooling' at the end of november, and what that might enable (apologies as I am a bit late to meeting if this has been asked already)

VeronicaBOT at 2:28 PM

sup guys

Tron at 2:28 PM

Sure, that's coming.

RavencoinDev at 2:28 PM

That's the Raven WebDev Kit topic coming up in a few mins.

push | ravenland.org at 2:29 PM

oki 📷 cheers

RavencoinDev at 2:29 PM

Questions on messaging?

Jeroz at 2:30 PM

Not sure if I missed it, but how fast could you send multiple messages in succession?

BruceFenton at 2:30 PM

Some kind of sweep feature or block feature for both tokens and messages could be useful Certain messages will be illegal to possess in certain jurisdictions If someone sends a picture of Tiennneman tank man in China or a message calling for the overthrow of a ruler it could be illegal for someone to have There’s no way for that jurisdiction to censor the chain So some users might want the option to purge messages or not receive them client side / on the wallet

Tron at 2:30 PM

Messages are a transaction.

RavencoinDev at 2:30 PM

So it'll cost you to spam messages.They can only send a hash to that picture and the client won't display anything not JSON

corby at 2:31 PM

purge/block is the age old email spam

Tron at 2:31 PM

The Reference client - other clients / web sites, etc can show anything they wish.

RavencoinDev at 2:31 PM

You can also burn a token if you never want to receive messages from that token owner.

UserJonPizza|MinePool.com|Mom at 2:32 PM

Can't they just resend the token?

Tron at 2:33 PM

Yes, but it would default to mute.📷2

RavencoinDev at 2:33 PM

meaning it would show up in a spam foldetab

bhorn at 2:33 PM

is muting available for the initial asset as well?

RavencoinDev at 2:33 PM

Something easy to ignore if muted.

Tron at 2:33 PM

@bhorn Yes

BruceFenton at 2:33 PM

Can users nite some assets and not others?

Tron at 2:33 PM

@bhorn It just isn't the default.

BruceFenton at 2:33 PM

Mute

RavencoinDev at 2:33 PM

YesYou can mute per token.

BruceFenton at 2:34 PM

Great

Tron at 2:34 PM

And per token per channel.

Jeroz at 2:34 PM

channels are the subtokens?

BruceFenton at 2:34 PM

What’s per token per channel mean ?

Tron at 2:34 PM

The issuer sends to the "Primary" channel.Token owner can create channels like "Alert", "Emergency", etc.These "talking sticks" are similar to unique assets.📷1ASSET~Channel

RavencoinDev at 2:37 PM

Okay, we have a few more topics to cover today.Tron will post more details on Medium and we can continue discussions there.

Jeroz at 2:38 PM

Ah, I missed channel creation bit for each token with the 5 RVN / channel cost. It makes more sense to me now.

RavencoinDev at 2:38 PM

The developers are working towards posting a new version 2.2 that has the updated UI shown on twitter.

Vincent at 2:39 PM

twit link?

RavencoinDev at 2:39 PM

The consuming of large birds (not ravens) might slow the release a bit.So likely the week after Thanksgiving.

[Dev] Blondfrogs at 2:39 PM

The new UI will contain: - New menu layout - New icons - Dark mode - Added RVN colors

Dan1666 at 2:39 PM

+1 Dark mode

RavencoinDev at 2:39 PM

DARK MODE!

Dan1666 at 2:40 PM

so pleased about that

RavencoinDev at 2:40 PM

I can honestly say it'll be the nicest crypto wallet out there.

[Dev] Blondfrogs at 2:40 PM

A little sneak peak, but this is not the final project📷📷6📷3

!S1LVA | MINEPOOL at 2:40 PM

Outstanding

Dan1666 at 2:41 PM

reminds me of Sub7 ui for those that might remember

UserJonPizza|MinePool.com|Mom at 2:41 PM

Can we have an asset count at the top?

[Dev] Blondfrogs at 2:41 PM

Icons will be changing

Vincent at 2:41 PM

does the 'transfer assets' have a this for that component?

Tron at 2:41 PM

Build from develop to see the sneak preview in action.There may be small glitches depending on OS. These are being worked on.

Rikki RATTOE at 2:41 PM

No plans for the mobile wallet to show an IPFS image I'm assuming? Would be a nice feature if say a retail store could send a QR coupon code to their token holders and they could scan the coupon using their wallet in store

[Dev] Blondfrogs at 2:42 PM

@Vincent That will probably be a different section added later📷1

RavencoinDev at 2:42 PM

Yes, Rikki we do want to support messaging.Looking into how that would work with Apple and Google push.

push | ravenland.org at 2:42 PM

sub7📷1hahaoldschoolit so is similar aswell

[Master] Roshii at 2:43 PM

Messages are transactions no need for any push

Tron at 2:43 PM

@Rikki RATTOE There's a danger in showing graphics where anyone can post anything without accountability for their actions. A client that only shows tokens for a specific asset could do this📷1

RavencoinDev at 2:43 PM

True, unless you want to see the messages even if you haven't opened your wallet in a week.

Rikki RATTOE at 2:44 PM

the only thing I was thinking was if you simply linked the image, somebody could just copy the link and text it off to everyone and the coupon isn't all that exclusive

UserJonPizza|MinePool.com|Mom at 2:44 PM

Maybe a mobile link-up for a easy way to see messages by just importing pubkey(edited)

RavencoinDev at 2:45 PM

Speaking of mobileWe are also getting close to a release of mobile that includes the ability to show assets held, and transfer them.Roshii has been hard at work.📷6📷1

Vincent at 2:46 PM

can be hidden also?

RavencoinDev at 2:47 PM

We're still finalizing the UI design but that is on the list of todos📷1

Under at 2:47 PM

Could we do zerofee mempool messaging that basically gets destroyed after it expires out of the mempool for real-time stealth mode messaging

corby at 2:48 PM

That's interesting!

RavencoinDev at 2:49 PM

There are other solutions available for stealth messaging, that's not what the devs had intended to build. It does sound cool though @Under

Under at 2:50 PM

📷 we’ll keep up the good work. Looking forward to the db upgrades. Will test this weekend

RavencoinDev at 2:50 PM

Thanks!That leaves us with 10 minutes for the Dev Kit!Corby has been working on expanding some of the awesome work that @Under has been doing.

corby at 2:52 PM

Yes -- all of the -addressindex rpc calls are being updated to work with assets

RavencoinDev at 2:52 PM

Hopefully we'll be able to post the source soon once the initial use cases are all working.

corby at 2:52 PM

so assets are being tied into transaction history, utxos, etc

RavencoinDev at 2:52 PM

The devs want to provide a set of API's that make it easy for web developers to build solutions on top of Ravencoin.VinX is investigating the possibility of using Ravencoin to power their solution.

corby at 2:53 PM

will be exposed via insight-api which we've forked from @Under

[Master] Roshii at 2:53 PM

Something worth bringing up is that you will be able to get specific asset daba from full nodes with specific message protocols.

corby at 2:54 PM

also working on js lib for client side construction of asset transactions

Tron at 2:55 PM

Dev Kit will be an ongoing project so others can contribute and extend the APIs and capabilities of the 2nd layer.📷3📷3

RavencoinDev at 2:55 PM

Will be posted soon to the RavenProject GitHub.

corby at 2:55 PM

separate thing but yes Roshii that is worth mentioning -- network layer for getting asset data

RavencoinDev at 2:55 PM

Again want to give thanks to @Under for getting a great start on the project

push | ravenland.org at 2:56 PM

Yes looking forward to seeing more on the extensive api and capabilities, is there a wiki on this anywhere tron?(as to prevent other people replicating eachothers work?)

RavencoinDev at 2:56 PM

The wiki will be in the project on GitHub

push | ravenland.org at 2:56 PM

im guessing when the kit is released, something will appear, okok cool

RavencoinDevat 2:57 PM

Any questions about the Web DevKit?

push | ravenland.orgToday at 2:57 PM

well, what kind of support will it give us, that would be nice, is this written anywhereI'm still relatively new to blockchain<2 yearsso need some hand holding i suppose 📷

bhorn at 2:58 PM

right, what are initial use cases of the devkit?

push | ravenland.org at 2:58 PM

i mean im guessing metamask like capabilitysome kind of smart contract, some automation capabilitiesrpc scriptsstuff like thiseven if proof of concept or examplei guess im wondering if my hopes are realistic 📷

RavencoinDev at 2:59 PM

You can see the awesome work that @Under has already don that we are building on top of.

push | ravenland.org at 2:59 PM

yes @Under is truly a herooki, cool

RavencoinDev at 2:59 PM

https://ravencoin.network/Ravencoin Block ExplorerRavencoin Insight. View detailed information on all ravencoin transactions and blocks.

push | ravenland.org at 2:59 PM

ok, sweet, that is very encouragingthanks @Under for making that code public

corby at 3:00 PM

It will hopefully allow you to write all sorts of clients -- depending on complexity of use case you might just have js lib (wallet functions, ability to post txs to gateway) or a server side project (asset explorer or exchange)..(edited)

Tron at 3:00 PM

Yeah, thanks @Under .

RavencoinDev at 3:00 PM

What's your GitHub URL @Under ?

push | ravenland.org at 3:00 PM

https://github.com/underdarkskies/ i believeGitHub· GitHubunderdarkskies has 31 repositories available. Follow their code on GitHub.📷

RavencoinDev at 3:00 PM

Yup!

push | ravenland.org at 3:00 PM

he is truly a hero(edited)

RavencoinDev at 3:00 PM

LOL

push | ravenland.org at 3:00 PM

damn o'sgo missing everywhere

RavencoinDev at 3:01 PM

teh o's are hard... Just ask @Chatturga

push | ravenland.org at 3:01 PM

📷

Chatturga at 3:01 PM

O's arent the problem...

push | ravenland.org at 3:01 PM

📷📷

RavencoinDev at 3:02 PM

Alright we're at time and the devs are super busy. Thanks everybody for joining us.

push | ravenland.org at 3:02 PM

thanks guys

RavencoinDev at 3:02 PM

Thank you all for supporting the Raven community.📷6

corby at 3:02 PM

thanks all!

push | ravenland.org at 3:02 PM

keep up the awesome work, whilst bitcoin sv and bitcoin abc fight, another bitcoin fork raven, raven thru the night📷5

Vincent at 3:02 PM

piece!!

RavencoinDev at 3:03 PM

We're amazingly blessed to have you on this ride with us.📷5📷9📷5

Dan1666 at 3:03 PM

gg

BruceFenton at 3:03 PM

📷📷12📷4

UserJonPizza|MinePool.com|Mom at 3:55 PM

Good meeting! Excited for the new QT!!
submitted by Chatturga to u/Chatturga [link] [comments]

[Hacking Tutorial] Modifying Existing Weapons

It's been a while since I had one of these, but we're going to go through modifying weapons and adding custom ones. There's some new concepts in here for adding new items, so we're going to start simple with modifying existing weapons.
Things you'll need:
With that, let's get started. The first thing we're going to do is simple: modify stats of existing weapons.
  1. Open up Nightmare and open up the ROM and load up the Item Editor for your game (I assume you went through the other tutorials, so I won't have too many pictures for things covered earlier). You should see something like this for FE6.
  2. Things should be looking pretty obvious right now, so let's choose a weapon to modify. Let's just do Iron Lance, since that's easy to test. So go ahead and find Iron Lance in the list.
  3. Once you select it, all of the fields below will update with data for that item. Most things should be pretty straightforward, and modifying them should be pretty straightforward as well, but let's just go over them really quick.
  1. Whew, so let's just modify our Iron Lance already. We're going to modify it so that it looks like this. Yeah, it's OP.
  2. So let's check it out in game. Pssh. Yeah, "ordinary spear" my ass. Let's try it out, shall we?. I'm not sure I would have expected any different. Also, I'm pretty sure that's the Divinestone buff.
  3. So, there you go. How to break Fire Emblem 6 over your knee with an ordinary spear.
So I did mention you could do all of this without Nightmare as well. You should stop reading here if you want to keep your brain intact. I take no responsibility for massive confusion if you read on.
Here's your cheat sheet for doing it without Nightmare. You have to know where the weapon data lives in the ROM. You see, that nightmare module (nmm file) is actually human readable if you open it in a text editor. If you open up FE6's item editor, you'll find this:
FE6 Item Editor by SpyroDi, modified by Arch
0x60B648
128
32
FE6 Item Editor.txt
NULL
You can take a guess what that address I bolded there is. If you jump to that address in the hex, you'll find the start of weapon data. Each block for an item is 0x20 bytes (32 bytes, which corresponds to the other info in the module). Remember Iron Lance's ID? It was 0x10. That means it's the 16th item in the block. so if you do 16 x 32, you'll get 512, which is 0x200. If you jump to 0x60B648 + 0x200 (which is 0x60B848), you'll find your Iron Lance. So let's jump to it in our modified file.
What you'll see at that offset and the next 32 bytes for it is:
39 07 BE 05 00 00 10 01 21 01 00 00 B0 27 66 08 00 00 00 00 63 19 64 01 23 11 08 00 01 0F 00 00
Sweet jesus, what the fuck is this? Well, if you look closely and look at what we found earlier for Iron Lance, all of those values do actually match up. Remember the item name? The value there was 0739 in Nightmare. Remembering that GBA uses little endian, that corresponds to the first 2 bytes. The next two are the item description (which was 05BE in nightmare). The next two are the item description, which was blank (0000). Followed by the ID (0x10), weapon type (1 for spear), weapon ability 1 (0x20 is the brave effect, and 0x01 is the weapon trait, combine them together for 0x21), weapon ability 2 (0x01 is Reversing weapon triangle), 2 blank bytes (you'll see how we get this later), stat bonuses pointer (again, written in little endian order (we typed in 86627B0 earlier)), effectiveness pointer (which was nil, so 00000000), then durability (which was 99, or 0x63 in hex) and so on. Note that cost per use in this case is 2 bytes (since it could exceed 255, theoretically).
Note that this format is different across games, so you may have to figure out what you're modifying, but the general order is roughly the same. In fact, the nightmare module also tells you this information of what the bytes mean (including blank bytes from above) if you parse through it. Here's a sample from FE7's item editor nightmare module:
FE7 Item Editor by SpyroDi, updated by Nintenlord
0xBE222c Where the item data starts
159 How many items we have
36 The size of each item
FE7 Item Editor.txt
NULL
Item Name Pointer
0 The offset for the item name (i.e. how many bytes to skip from the beginning)
2 The number of bytes taken up by this field (i.e. how many bytes to read)
NEHU
NULL
The bold bits are mine.
Finally, what if you don't know the ID? Alongside the nightmare module for the item editor is also an Item List.txt file that holds the list of all IDs for all items. You can look it up there as well.
Just to prove this works, we're going to modify our weapon back to more reasonable levels. We'll remove the Divinestone buff and bring it down to more reasonable levels. The changes I made look like this in HxD, and you should be able to decipher what my values are going to be.
I changed the Iron Lance to this string of hex:
39 07 BE 05 00 00 10 01 21 01 00 00 00 00 00 00 00 00 00 00 3C 04 64 08 0A 11 08 00 01 0F 00 00
Take a moment and see if you can figure out what I changed it to. I bolded the changes. See if you're right here. It still breaks the game, but at least it breaks it more reasonably.
Believe it or not, this is the easy stuff. Making your own weapons? That shit is a lot more complicated, but if you know this, it'll make things a lot easier.
submitted by OtakuReborn to fireemblem [link] [comments]

Adafruit Space Invader pendant. Want to convert to using a bicolor 1.2 led matrix. How would the code change?

 // Trinket/Gemma + LED matrix backpack jewelry. Plays animated // sequence on LED matrix. Press reset button to display again, // or add optional momentary button between pin #1 and +V. // THERE IS NO ANIMATION DATA IN THIS SOURCE FILE, you should // rarely need to change anything here. EDIT anim.h INSTEAD. #define BRIGHTNESS 14 // 0=min, 15=max #define I2C_ADDR 0x70 // Edit if backpack A0/A1 jumpers set #include  #include  #include  #include "anim2.h" // Animation data is located here #include "anim3.h" // Animation data is located here #include "anim4.h" // Animation data is located here static const uint8_t PROGMEM reorder[] = { // Column-reordering table 0x00,0x40,0x20,0x60,0x10,0x50,0x30,0x70,0x08,0x48,0x28,0x68,0x18,0x58,0x38,0x78, 0x04,0x44,0x24,0x64,0x14,0x54,0x34,0x74,0x0c,0x4c,0x2c,0x6c,0x1c,0x5c,0x3c,0x7c, 0x02,0x42,0x22,0x62,0x12,0x52,0x32,0x72,0x0a,0x4a,0x2a,0x6a,0x1a,0x5a,0x3a,0x7a, 0x06,0x46,0x26,0x66,0x16,0x56,0x36,0x76,0x0e,0x4e,0x2e,0x6e,0x1e,0x5e,0x3e,0x7e, 0x01,0x41,0x21,0x61,0x11,0x51,0x31,0x71,0x09,0x49,0x29,0x69,0x19,0x59,0x39,0x79, 0x05,0x45,0x25,0x65,0x15,0x55,0x35,0x75,0x0d,0x4d,0x2d,0x6d,0x1d,0x5d,0x3d,0x7d, 0x03,0x43,0x23,0x63,0x13,0x53,0x33,0x73,0x0b,0x4b,0x2b,0x6b,0x1b,0x5b,0x3b,0x7b, 0x07,0x47,0x27,0x67,0x17,0x57,0x37,0x77,0x0f,0x4f,0x2f,0x6f,0x1f,0x5f,0x3f,0x7f, 0x80,0xc0,0xa0,0xe0,0x90,0xd0,0xb0,0xf0,0x88,0xc8,0xa8,0xe8,0x98,0xd8,0xb8,0xf8, 0x84,0xc4,0xa4,0xe4,0x94,0xd4,0xb4,0xf4,0x8c,0xcc,0xac,0xec,0x9c,0xdc,0xbc,0xfc, 0x82,0xc2,0xa2,0xe2,0x92,0xd2,0xb2,0xf2,0x8a,0xca,0xaa,0xea,0x9a,0xda,0xba,0xfa, 0x86,0xc6,0xa6,0xe6,0x96,0xd6,0xb6,0xf6,0x8e,0xce,0xae,0xee,0x9e,0xde,0xbe,0xfe, 0x81,0xc1,0xa1,0xe1,0x91,0xd1,0xb1,0xf1,0x89,0xc9,0xa9,0xe9,0x99,0xd9,0xb9,0xf9, 0x85,0xc5,0xa5,0xe5,0x95,0xd5,0xb5,0xf5,0x8d,0xcd,0xad,0xed,0x9d,0xdd,0xbd,0xfd, 0x83,0xc3,0xa3,0xe3,0x93,0xd3,0xb3,0xf3,0x8b,0xcb,0xab,0xeb,0x9b,0xdb,0xbb,0xfb, 0x87,0xc7,0xa7,0xe7,0x97,0xd7,0xb7,0xf7,0x8f,0xcf,0xaf,0xef,0x9f,0xdf,0xbf,0xff }; int animationSection = 0; void ledCmd(uint8_t x) { // Issue command to LED backback driver Wire.beginTransmission(I2C_ADDR); Wire.write(x); Wire.endTransmission(); } void clear(void) { // Clear display buffer Wire.beginTransmission(I2C_ADDR); for(uint8_t i=0; i<17; i++) Wire.write(0); Wire.endTransmission(); } void setup() { power_timer1_disable(); // Disable unused peripherals power_adc_disable(); // to save power PCMSK |= _BV(PCINT1); // Set change mask for pin 1 Wire.begin(); // I2C init clear(); // Blank display ledCmd(0x21); // Turn on oscillator ledCmd(0xE0 | BRIGHTNESS); // Set brightness ledCmd(0x81); // Display on, no blink } uint8_t rep = REPS; void loop() { switch (animationSection) { case 0: for(int i=0; i 10) { animationSection = 0; } if(!--rep) { // If last cycle... ledCmd(0x20); // LED matrix in standby mode // GIMSK = _BV(PCIE); // Enable pin change interrupt // power_all_disable(); // All peripherals off // set_sleep_mode(SLEEP_MODE_PWR_DOWN); // sleep_enable(); // sei(); // Keep interrupts disabled // sleep_mode(); // Power down CPU (pin 1 will wake) // Execution resumes here on wake. // PLD - Simply Sleep for 2 minutes then start again... //delay(100000); //delay(100000); delay(120000); animationSection = 0; GIMSK = 0; // Disable pin change interrupt rep = REPS; // Reset animation counter power_timer0_enable(); // Re-enable timer power_usi_enable(); // Re-enable USI Wire.begin(); // Re-init I2C clear(); // Blank display ledCmd(0x21); // Re-enable matrix } } ISR(PCINT0_vect) {} // Button tap 
This is a section of the anim file. I want to be able to set the various colors in these "frames"
// Animation data for Trinket/Gemma + LED matrix backpack jewelry. // Edit this file to change the animation; it's unlikely you'll need // to edit the source code. #define REPS 10 // Number of times to repeat the animation loop (1-255) const int frameSpeed2 = 3; const uint8_t PROGMEM anim2[] = { // Animation bitmaps. Each frame of animation MUST contain // 8 lines of graphics data (there is no error checking for // length). Each line should be prefixed with the letter 'B', // followed by exactly 8 binary digits (0 or 1), no more, // no less (again, no error checking). '0' represents an // 'off' pixel, '1' an 'on' pixel. End line with a comma. B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, frameSpeed2, // 0.10 seconds }; 
submitted by pldiguanaman to arduino [link] [comments]

2013 Day2P24 LoB: PopQuiz: ELF Segment vs. PE Section Similarities And Differences Day 1 Part 4: The Life Of Binaries 2013 Day1P3 Life of Binaries: Executables Overview

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[index] [28402] [3871] [4296] [16573] [20298] [8437] [13324] [27625] [2811] [290]

2013 Day2P24 LoB: PopQuiz: ELF Segment vs. PE Section Similarities And Differences

*Manipulating linker options to change the structure of binary formats *Reading and understanding PE files with PEView *Using WinDbg to watch the loader resolve imports in an executable *Manipulating linker options to change the structure of binary formats *Reading and understanding PE files with PEView *Using WinDbg to watch the loader resolve imports in an executable *Manipulating linker options to change the structure of binary formats *Reading and understanding PE files with PEView *Using WinDbg to watch the loader resolve imports in an executable

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