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Progress: Blue Boxes and Contacts

By Stephanie · Aug 20, 2008in Hacks/Mods💬 270 posts👁️ 43,696 views
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Posted Sep 03, 2008 · 03:03 UTC#226

I found these 2 scripts in the Common.ui under the ui_pioneer\Common folder, so it looks like we can turn up or down the volume, we just have to assign a button to them:

 

 

EXEC "sound.doincosvolume"

 

EXEC "sound.dodecosvolume"

 

 

Doc

Posted Sep 03, 2008 · 04:04 UTC#227

There's a call in the application binary for sc_mute_on and sc_mute_off but I couldn't say whether those will mute the OS / system volume or just the volume of the iGo sounds and voices.

Posted Sep 03, 2008 · 04:44 UTC#228
I've tried both of those and they don't seem to work... I just get nothing there. I tried adding text_full at the end to see if that would work and it didn't either :( There must be something simple I am missing. Has anyone else tried to do this at all with or without success?

 

The clock has this in it: formatmodel="local.short_timeformat" so you could try adding that into the element?

 

Edited to add: Change the textmodel_wstr bit into textmodel_time, that should fix it.

 

Edited again: textmodel_time is for the ETA I think and textmodel_timespan is for the time remaining / countdown, I think.

 

Here is the code I'm gonna try:

 

	

 

I'll give this a try and report back in the morning!

 

There's a call in the application binary for sc_mute_on and sc_mute_off but I couldn't say whether those will mute the OS / system volume or just the volume of the iGo sounds and voices.

 

It work be really neat if we could just kill the voice without having to navigate the menus to turn down the nav volume! The nav can get really annoying at times.

Posted Sep 03, 2008 · 15:43 UTC#229
Here is the code I'm gonna try:

	

 

This code worked for me:

	


 

Incidentally if you search the navigatemap_800_480.ui for this code: "" you'll find a lot of this stuff is already in there but appearantly unused. At least, I've never seen it, but found it in my navigatemap file.

 

Cheers!

Posted Sep 03, 2008 · 15:58 UTC#230
It work be really neat if we could just kill the voice without having to navigate the menus to turn down the nav volume! The nav can get really annoying at times.

 

The easiest solution to this problem might just be a button that takes you straight to the sound settings screen. The voice volume is set up by a slider and I don't really know how to interpret that into a 'mute' function, but I can at least save you from having to navigate a bunch of menus.

 

Just create a button or some text and include this code:

onrelease='nextstate st_SettingSound'

then when you tap that it will take you straight to the navi sound settings screen where you can move the voice volume down to nothing. The 'back' arrow on the sound settings screen should take you back to the map. I've done this to directly get to the GPS Status screen and it works fine.

 

Having said that, I'm sure there's a way to set the voice volume to zero without the slider - it's just a matter of tracking down the correct variable, figuring out how to directly load a value into it, and then figuring out how to unmute it again the same way. In the meantime though, the shortcut to the sound settings should be almost as good.

 

Cheers!

Posted Sep 03, 2008 · 18:44 UTC#231
Here is the code I'm gonna try:

	

 

This code worked for me:

	


 

The code I tried worked :) Now I'm gonna make it so that tapping it will switch between time to destination and eta.

 

Incidentally if you search the navigatemap_800_480.ui for this code: "" you'll find a lot of this stuff is already in there but appearantly unused. At least, I've never seen it, but found it in my navigatemap file.

 

I see that in mine too. I wonder what all that is there for.

Posted Sep 03, 2008 · 19:00 UTC#232
I see that in mine too. I wonder what all that is there for.

 

I'm guessing that these .ui files are never really rewritten from scratch. Everyone (including us!) just grabs an existing one then modifies it to their needs. Stuff which isn't required is never deleted, just bypassed and abandoned, but always remains part of the file.

 

I'm sure it's been this way forever - the original ui file was probably carved into stone blocks... it didn't convey much information (global position: infront of stone block) but since then it's just too much work to wipe the files clean and start from scratch. Plus, there's probably no single comprehensive source of documention, so we need to keep these historic codelines intact so that we may learn from them...

:wink:

 

Cheers!

Posted Sep 03, 2008 · 19:49 UTC#233

I wonder how much of that useless crap is actually slowing down the system.

Posted Sep 03, 2008 · 19:59 UTC#234
I wonder how much of that useless crap is actually slowing down the system.

 

Would small files like that really make an impact on the HU's overall performance?

Posted Sep 03, 2008 · 20:05 UTC#235
Would small files like that really make an impact on the HU's overall performance?

 

It's not really about the file size... it looks like some of that stuff is running somewhere. In a small, limited environment, every little bit counts.

Posted Sep 03, 2008 · 20:52 UTC#236

It parses everything at startup...if the .ui files were cleaned up and the spaghetti code was cleansed, and if we deleted all the unecessary bmp and spr files, it would speed up the boot time. The question is, would it speed things up enough to make it worth the effort? I doubt we'd see more than 5 seconds' improvement... but I could be wrong.

 

In other news, the two script tags I found for muting the audio, do not work. They're referenced in the binary but when I try calling them from the UI it just returns a script error that it cannot find the references.

Posted Sep 03, 2008 · 22:36 UTC#237
Kool sounds good so this Data.zip file when you post it can you post the Mods that was done to it? i guess they should make a Sticky Thread of of Modded Data.zip files with everyone who modded out there files with different styles, fonts, etc.. :)

 

I have posted my data.zip file and documented my changes here... Click me :)

Posted Sep 03, 2008 · 23:14 UTC#238
Stephanie, I can't get the clock to go into the very corner of the screen like yours, I tried y=5 but it moved it way down for some reason. What y coordinate do you have yours at? Thanks!

 

Here is the clock code from my navigatemap_800_480.ui file:

	

I don't remember all the changes I have made but I think one of them may have been to the template... from xtxt to xtxt2.

 

One other random comment, about these elements. The x= and y= are obvious, w= is the width of the element, h= is the height of the element. You'll see z= quite a bit, that sets how the elements are 'layered' on the screen. If you put two things in the same place on the screen, the lower z number is at the 'back' and the higher z number is in 'front'.

 

mazda_3, the files we are working on are contained within a zip file. On the nav unit, once you're in "testmode" aka Windows, launch explorer then go to My Flash Drive\APL2\iGo and you'll see the file in there, "data.zip". Most of the stuff we are doing, is in that file. Copy that out of the nav unit onto your SD card then you can work on it, on your computer. Or if you prefer, somewhere around page 3 or 4 of this thread, I have linked to a data.zip that you can download - it has the "blue boxes" removed already, but is otherwise untouched.

 

Inside data.zip the files we are working with are in data.zip\ui_pioneer\800_480\ui and data.zip\ui_pioneer\common\ui

 

If you want to change the clock colour and font, the exact file to change is data.zip\ui_pioneer\800_480\ui\navigatemap_800_480.ui

 

Actually, I'll attach my navigatemap_800_480.ui file so people can have a look at it - please please don't just throw it in your data.zip as-is or you will probably be unhappy with the results. I've added a bunch of comments to it, and I have commented out things I don't want, and hidden a lot of stuff. Everything I'm doing on my map screen is in the very first section at the top of the file. Everything else below that I have hidden, suppressed, or never figured out what it did in the first place. You should be able to see though how I've done things such as the speed in the corner, the static text, etc.

 

Thanks to you and lemonhead i have successfully moded the data file to work the way you described. Took me 3 attempts though still unsure of where i went wrong exactly haha

thanks guys

Posted Sep 04, 2008 · 00:28 UTC#239
In other news, the two script tags I found for muting the audio, do not work. They're referenced in the binary but when I try calling them from the UI it just returns a script error that it cannot find the references.

 

Yeah, i tried them during lunch and they throw the same error. Oh well.

 

I wonder if I can find some more info by looking into how the phone mutes the audio.

 

Not giving up on this, I really want to find a way to do this!

 

Doc

Posted Sep 04, 2008 · 03:08 UTC#240

Finally going to be going on vacation so I can get all caught up on the great hacking everybody has been doing. A question off topic tho...has anyone found out how to change the brown night background to black yet? When I get closer to my job that ugly brown changes to black and it looks so much nicer. The funny thing is I hate it so much I normally keep the bright day map on at night. LOL, I'm going to go blind :shock:.

Posted Sep 04, 2008 · 03:49 UTC#241
Finally going to be going on vacation so I can get all caught up on the great hacking everybody has been doing. A question off topic tho...has anyone found out how to change the brown night background to black yet? When I get closer to my job that ugly brown changes to black and it looks so much nicer. The funny thing is I hate it so much I normally keep the bright day map on at night. LOL, I'm going to go blind :shock:.

 

You can edit the night scheme file... I have edited mine to make all the night background colours darker (and changed brown to black!). Among some other things.

 

It is in \My Flash Drive\APL2\iGo\Content\Scheme

 

There is a blue night zip file and a red night zip file. Inside, the various colours are in RGB and it's fairly well documented.

Posted Sep 04, 2008 · 07:12 UTC#242
:lol: Stephanie your amazing, I'm going to go play around with it right now.
Posted Sep 04, 2008 · 18:05 UTC#243
:lol: Stephanie your amazing, I'm going to go play around with it right now.

 

Thanks for your help.

I am changing the "destination menu " header as per your instructions.

Can the "top menu " header be changed also?

Do you know where it is located?

That would make my nav perfect.

 

Thanks again

Mike

Posted Sep 04, 2008 · 18:19 UTC#244

The "top menu" header is not part of the navigation software. The method for changing it is not yet known, but it will be different than the navigation stuff.

Posted Sep 05, 2008 · 02:09 UTC#245

So far so good, wooooh, I love having time off :D

 

SDC10035.jpg

 

SDC10033.jpg

 

SDC10036.jpg

 

 

Now got to start working on the other stuff.

 

Stephanie can't seem to change the 2D red arrow's color, any idea where that could be?

Posted Sep 05, 2008 · 02:16 UTC#246

look awesome!!

Posted Sep 05, 2008 · 03:25 UTC#247

The 2d car images are in data.zip\ui_pioneer\common and are called daycar.bmp and nightcar.bmp

 

Just replace those two files with whatever BMP files you want to use, or edit them and change the colours.

 

Also -- how do you get such crisp photos of the dark maps? Mine come out grainy when I take pics of the night maps...

Posted Sep 05, 2008 · 03:43 UTC#248

Thanks Stephanie. Try and set your camera to Macro (for shooting in close, it has a flower icon) if you have it, with the car dash lights on. Make sure its on Muti AF and not Center AF. If your camera has autofocus thats always a good thing. No room for a tri-pod.

Posted Sep 05, 2008 · 04:53 UTC#249

Damn. Having my first problem. The transparent arrows that show up to point your way when your navigating, barely shows up on my black background. Someone know where these arrows are located at?

Posted Sep 05, 2008 · 12:02 UTC#250

The night files use the nightcarghost.bmp for the guidance arrow, so if you've changed your nightcarghost.bmp that will impact the arrow.

 

I created a nightguidancearrow.bmp (I just copied the dayguidancearrow.bmp and spr then made the bmp file lighter so it'd show up better) then edited the colour scheme to change it to look for the nightguidancearrow instead of nightcarghost.

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