GB800: Enigma2-TV works but after a some time picture is freezing and SXOS crashes.
On the E2 screenshot you can see that the currently watched ts stream makes it impossible to zap within the receiver. Exit on pPlay doesn't open the zapping functionalty on receiver. Only E2 restart solves the problem.
Maybe (webif-) zapping via pPlay is an further option?
After selecting Enigma2 only the current available EPG is listed. There is no interactive updating.
Extended latin alphabets like Ü,Ä, ... are not displayed correctly. See picture.
DM One: ftp streaming from /media/hdd works till suddenly the picture gets blurred. Audio still working while picture freezing.
Stoping the movie and restart from this point solves problem. If I do not stop it within a short time window, SXOS is crashing.
After all of this crashes I have problems to get SXOS bootet with my NS Atmopshere payload injector.
Ok @docgold thanks for your debugging.
Extended chars will be fixed as soon as i get UTF8 working.
The crash on live tv will probably be fixed when i resolve the performace issue (i suspect it has a cpu peak).
Dreambox One will be fixed also with the log you provided.
The video decoder performance will be the same or better in your fork than Pplay 3.5?
I have seen your question on libnx about Video HW decoder, but there is no answer yet.
How is possible that, Pplay3.5 is much better in performance than your fork 4?
If you solve the performance issue, then your fork will be the best media player on Switch.
Thanks & keep up the good work.
Performance diff may be in the ffmpeg complied in. i suspect that the ones bundled in 3.5 was a custom build one. but anyway i am working on making it the fastest possible.
HW decoder inst possible at the moment but i am sure it will be there in a not so long time.
Added battery % to status bar
Extended the Overlay info (with gpu load, mem and the current Hz of CPU,GPU,MEM)
Fix for Enigma2 on Dreambox One
Mitigate a lot the exit crash (not sure if is 100% but a lot less than before)
http://harmful.cat-v.org/software/OO_programming/ <- OOP allows a generic build to scale approach to solve problems. And compatibility. In my experience an API/Shared Libraries by being encapsulated, is less likely to get optimized/destroyed by the compiler, specifically in embedded platforms.
Also allows to separate pieces in components: Init, update, destroy, which enables the whole program to be inheritable. If you're creating a first person shooter, and want to add multiplayer, you will have to use OOP regardless.
I remember when you had to write your code exactly or things would just break instantly lol 48K was all you had on an Apple IIe and that was with added RAM ai think... Forgot so much over the years lol