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Alcatel Venture Source Code

Dracable

Android Enthusiast
hey, i was wondering if someone a little more knowledgeable with source code could see if this would be our correct source. i did some digging, and it seems that the VM Venture is the exact same phone as the Alcatel OT 909B, just for US Cellular instead of VM. there is a very small difference in the positioning of the top row buttons, but that was the ONLY thing i found different between the 2. every single specification ive seen was the exact same as the Venture. also, Alcatel doesnt list the Venture as one of their products on their website, so ONE of those other phones on their site HAS to b the Venture in disguise! ;-) anyway, im starting to study up on source, so im a total n00b to it at the moment, but i figured the best way to start would be to actually find our source first! would it matter if the phone was used on a different carrier like that? i wouldnt think that would affect the source, but wanna be sure. if the link i posted in this thread ISNT our source, would it at least be a close enough platform to get something started on it? thanks guys!

Download alcatel from SourceForge.net
 
geez... duh. <smacks forehead> should have thought of that myself. ill compile today and post results! cross ur fingers! i definitely am!
 
So, what exactly does this mean for us...?
From what I am guessing I could be wrong,
we can building custom kernels to oc the phone or work a little more better
and it will probably help us port a cyanogenmod 7 to the veture
or give us a better understanding on the phone
 
definitely running into probs getting my machine set up to build the source. ive contacted a buddy to hopefully come over and help us out with this. im still on the hunt for the info i need, but hopefully help comes our way soon. hold tight, guys! ;-)
 
me too. i keep reading conflicting information, so i dont quite kno whats the problem yet. ive read that gingerbread can ONLY b compiled on a 64 bit machine, but ive also read it can b built on 32 or 64. either way, im having trouble getting my machine set up to b able to even START compiling the source. still working on it!
 
not on hand. the only 64 bit machine i had, i had to sell a few months ago to make rent. :-P so, im kinda stuck with 3 32 bit systems at the moment.
 
i have a laptop that my buddy loaned me a while back that is 64 bit, but it has 32 bit windows vista installed at the moment. and since its not mine, i really wanna avoid messing with partitioning the file system.
 
I would lend u mine but were no where close x3 I have one desktop and 4 laptops 2 run 32 bit and the 3 run 64 bit 2 on win 7 one on ubuntu xD
 
finally figured out what was trippin me up on setting up a build environment. doing a bunch of downloading right now and then hopefully running my first build tomorrow! ;-) i guess i will find out first-hand if gingerbread will compile on my 32bit! ive read a lot of info saying "yes", and the same amount saying no... so id say ive got a 50/50 shot! lol! but now that i have the knowledge i need to build, if it fails on my machine, i might take u up on a remote session, although u would need to be running some form of ubuntu first. also, there would be a LOT of downloading and a LOT of building time, so ur computer would prob b tied up for somewhere around 12 hours total im guessing. hopefully it just builds on my machine with no issues!
also, ive been diving head-first into all of the coding of the source, just out of pure curiousity and hunger to learn about the system. i stumbled across some things in the source that make me believe that this IS our source (fingers still crossed tho, haha). as im sure most of u are already aware of, i had a HELL of a time getting the splash screen figured out to produce an undistorted custom splash. in a nutshell, the solution was to take our resolution (240x320), and tack on an extra 16 pixels to the width making it 256x320. any other way would produce a distorted splash. so, my understanding is that (and plz, anyone who knows a lot about FB's, correct me if i am mistaken...) the framebuffer used at boot (fb0) takes a raw file, converts it to rgb565 rle file format, and pushes it to the framebuffer at double its original size (240x320 would render to 480x640). so, with that in mind.... take my modified working width of 256, and subtract the stock screen width of 240, and u are left with a remainder of 16 pixels. so, since the FB multiplies the input image by 2, that remainder of 16 pixels now becomes 32. now, take a look at this note that i found while digging around in the coding of the framebuffer:

/* The adreno GPU hardware requires that the pitch be aligned to 32 pixels for color buffers, so for the cases where the GPU is writing directly to fb0, the framebuffer pitch also needs to be 32 pixel aligned */

hmmmm.... sounds pretty similar to me! so, im thinking that since the splash issue seemed to be a very uncommon problem, the fact that i found that note within the source of the FB leads me to believe that this source should work for us. like ive mentioned before, im new to this process, so i dont wanna set any of this info in stone til i have a working build from source, but id say its lookin pretty good, y'all!

***also, if anyone else has any input on the subject of source, custom kernels, porting, etc... please open up dialouge within this thread! id love to see this thread turn into a huge dev project for the Venture! any relative information is welcome guys!!***
 
yup, my same setup too. my main system right now is runnin a dual boot BlackXP/Ubuntu 12.10 at the moment. i might have to downgrade ubuntu tho, cuz support for 12.10 is still in experimental beta stage at the moment.
 
slow connection... still syncing the repository. 8.5GB....and my only source of internet is my venture wifi tethered to my laptop. :-P
 
I got 3 laptops
but one for only use so
I can try partion my disk for windows 7
or start a virtual box and run it into a 64bit and have it on windows 7
so its up to you I can try to have it up for 24/7
 
you do know there is a cap on the data of the network right? it throttles after 1200mb and goes down to 10% after 3000 or so mb
 
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