Date: Sat, 30 Jan 2010 22:49:19 -0500 From: jhell <jhell@DataIX.net> To: Antony Mawer <lists@mawer.org> Cc: stable@freebsd.org Subject: Re: [patch] New splash_txt module - support for ASCII splash(4) boot screens Message-ID: <alpine.BSF.2.00.1001302248240.20366@pragry.qngnvk.ybpny> In-Reply-To: <ea2d4a5b1001290737n487dc114n8fc8564f38981e1e@mail.gmail.com> References: <ea2d4a5b1001290737n487dc114n8fc8564f38981e1e@mail.gmail.com>
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On Fri, 29 Jan 2010 10:37, lists@ wrote: > Hi all, > > I recently dusted off an old patch I put together years ago which adds > a new splash_txt decoder module for the splash(4) boot splash screen. > The module allows you to use a binary-format ASCII drawing (80x25) as > a boot splash screen rather than the graphical modes offered by > splash_bmp and splash_pcx. We have been and still are using it, but I > finally got around to adding the relevant changes to the splash(4) man > page and putting together some examples for wider testing. If it seems > of use to others it would be nice if someone would be interested in > committing it at some stage. > > In case the list eats the patch, you can grab a copy of it here: > > http://www.mawer.org/freebsd/splash_txt.patch > > To give you an idea of what it looks like, here is a screenshot of a > quick generic FreeBSD splash screen I put together: > > http://www.mawer.org/freebsd/splash_txt.png > > If you'd like to try it for yourself then the process to build it > should be something like this: > > 1. Download the attached patch > 2. Create the required folders before applying the patch -- cd > /usr/src && mkdir sys/modules/splash/txt > 3. Apply the patch -- patch < splash_txt.patch > 4. Build the module -- cd sys/modules/splash/txt && make && make install > > Once that's completed, you can configure it by adding the following to > loader.conf: > > splash_txt_load="YES" > bitmap_load="YES" > bitmap_name="/boot/freebsd.bin" > > I have uploaded a sample boot splash screen at > http://www.mawer.org/freebsd/freebsd.bin . The files can be produced > using TheDraw and saving in its Binary file format, which consists of > a sequence of 2 byte pairs. The first byte in a pair is the character > to draw on the screen, and the second is the colour/display attributes > to draw the character with. > > If anyone else would like to try this out and has any feedback, or if > someone thinks it may be of interest to integrate into the tree please > let me know ... > > -- Antony > If this was a vote I would have to vote YES! Very cool contribution! -- jhell
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