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Romeo26222
03-06-2003, 11:33 AM
Hello Everybody

thats is a 3310 Ver 5.79 menu structure for msg line
[0x0031809B] [0x00000000] [0x0030CEC0] (0x005B)

(0x0387) (0x0000) (0x003E) (0x0000) (0x0014) Messages

this value (005B) is the ID for the message menu

bitmap.

and this is the inbox line
[0x003181EE] [0x00000000] [0x0000001E] (0x0179)

(0x05E0) (0x0000) (0x0052) (0x0000) (0x0024) Inbox

(0179) is an empty bitmap thats why we don't see any

bitmaps in the submenus!!

I can replace some unused bitmaps in my file and use

it n my submenus but my question is
How can I add a new bitmaps in the Mcu free space

with its new unique IDs??thats will be very nice to

have many submenus with bitmaps in it??
thanx so much..

MaciejKa
07-06-2003, 11:46 AM
Hi! If you replace the 0179 to 005B, u will see that bitmap. Bitmap ID u can see in PPMedit.

belabs
08-06-2003, 05:05 AM
Originally posted by Romeo26222
How can I add a new bitmaps in the Mcu free space

with its new unique IDs??thats will be very nice to

have many submenus with bitmaps in it??
thanx so much.. [/B]


Here's how i add new bitmaps, its a long process but i think our good friends here know a shorter way...


INSERTING NEW BITMAPS INTO YOUR FLASH

1. convert Ur bitmaps to hex, i use FLSEdit v0.3
load any fls, goto BITMAPS, load Ur bitmap, copy the hexdata

2. open hexworkshop, create a new file, use "Edit->Paste special->CF->OEMTEXT"
(i do this step just to see how many bytes the "set:0x## bytes" will be)

3. open Ur fls in Hexworkshop, go to the Mcu free space, highlight the "FFFF FFFF"s that will be overwritten (check the "set:0x## bytes")
paste your bitmap's hexdata

4. make a list of your the bitmap's offset (address in the flash)

5. open Ur fls file using g3nolite v0.91g, take note of GraphicRootOffset's value

6. open Ur fls in Hexworkshop, go to the graphicRootoffset & you'll find a table in this format

00000000 003EA240 00 00 0000
003F5AE0 003EA240 10 07 0000
003F5AF0 003EA240 0A 07 0000

INFO: (2nd line)
003F5AE0 - 200000 = bitmap's location/offset
003EA240 :im not sure what this is but let's call it "table ID" for the meantime
10 :width
07 :height
0000....

7. go to the end of the last bitmap info at the end of the table (before the 000000000000000000000000FFFF)
8. get your bitmap's offset list and define your new added bitmaps in there by giving the ff. info:

[<bitmap's location + 200000>][table ID][width][weight]0000

9. the 0000s mentioned in step 3 shoud be moved at the end of the new bitmap info.

10. Save it to a new file. Open it with PPMEdit and see if you can view your new added bitmap(s) with its own ID(s) assigned



i'll be happy if somebody will give me a free english grammar tutorial :o

2tz
08-06-2003, 05:24 AM
@belabs

thanks for the add-bmp tutorial.

but...do you know how to add animation id? or say, combine 2 or 3 short animations (coz if you make lesser # of menus you get a lot of free animations) to make just 1 long animation?

thanks

BR

:)

belabs
09-06-2003, 04:34 AM
Originally posted by 2tz
@belabs

thanks for the add-bmp tutorial.

but...do you know how to add animation id? or say, combine 2 or 3 short animations (coz if you make lesser # of menus you get a lot of free animations) to make just 1 long animation?

thanks

BR

:)

i have asked this somewhere here before, and i don't know the answer. unlike the GraphicRootOffset table, the Animation Address Table dont have a free space at the end. that's why we can't add new animation id. a possible solution is to move that table to the mcu free space.

but the problem is... how to tell your nokia where the new animation address table is

Here is something you can try

if you have VB and U know VB (which i don't know & i dont have),
download Joox's FLSEDIT sourcecode, and figure out how does it locate (or computes) the animation addr table

post here what you find
Good luck.

---naintindihan mo ba? :-)

2tz
09-06-2003, 09:50 AM
Yap, thanks for the info, naiintindihan ko.

quite unfortunate, dont know or have VB:( :( :(

well...maraming salamat kabayan!!!(thanks very much):D

BR

2tz