How to repartition a Toshiba AC100

If you want to install Linux on a Toshiba AC100 smartbook and don’t care about Android, you may want to repartition the internal memory. This frees up approximately 2 GB that are otherwise taken by useless Android data; on a device with 8 to 16 gigs, this can be significant.

However, be aware that if you follow the official repartitioning guide the script will fail leaving you with an unresponsive AC100 that no longer accepts the bootloader.

The hard solution is to manually input the lines in the script making sure to copy /usr/lib/nvflash/fastboot.bin in the “work” subdirectory before running the line that repartitions the device (the one that passes “–create” to nvflash). I’m not sure why the script fails if the file is not present in the work directory, but fail it does, and I can’t be bothered to investigate this any further.

The easy solution is to use this slightly revised script that does the same (you may have to modify it to suit if your Linux distro puts fastboot.bin anywhere else than /usr/lib/nvflash). If you’ve already tried the official script and are now stuck, this script will restore your AC100 (it’s just the last part of the full script).

Playing “Alien Shooter 2: Conscription” and “Zombie Shooter 2″ at non-standard resolutions

I downloaded it off of Steam in some bundle or other. For some reason, the designers of the game thought that despite the fact that in 2010 pretty much close to nobody was still using a CRT, the maximum resolution should be limited to 1280×800. I went looking for ways to enable other resolutions, but I only found this mention of how editing the const.lgc file used to work in the previous game but not in AS2:C. I had a look at the file and found a way to force the game to play in the resolution of your choosing.

Open up the file (it’s in [your Steam folder]\steamapps\common\Alien Shooter 2 Conscription\maps, but if you have any sense at all you have Everything installed so you can just do a quick search) with a text editor, then find the following lines:

static string RT_TEXTS[] = { “RT_RES0″, “RT_RES1″, “RT_RES2″, “RT_RES3″, “RT_RES4″, “RT_RES5″, “RT_RES6″, “RT_RES7″ };
// [some gibberish in what I assume is Russian; I lack the cyrillic font so all I see is a lot of accented letters]
static int RT_SCREEN_X[] = { 800, 1024, 1024, 1024, 960, 1024, 1280, 1280 };
static int RT_SCREEN_Y[] = { 600, 768, 576, 640, 600, 600, 720, 800 };

Edit them like so:

static string RT_TEXTS[] = { “RT_RES0″ };
// [some gibberish in what I assume is Russian; I lack the cyrillic font so all I see is a lot of accented letters]
static int RT_SCREEN_X[] = { 1440 };
static int RT_SCREEN_Y[] = { 900 };

Save the file and load the game. The option menu will say it’s running in 800×600, but it’ll be running in the resolution you inserted in the .lgc file (in this case 1440×900; it might run at higher resolutions like 1920×1080, but I make no guarantees). The interface won’t show it, remaining in low-res and bordered, but the game itself will run in the proper resolution.

Edit: I just played Zombie Shooter 2, and used the same trick.

Yet another site revolution (old content in here)

I’ve always believed that if you want something done properly you have do it yourself. This site is now again 100% independent, relying on no third-party webdesigners. The difference is that this time I’m using WordPress, so with any luck the result should be both functional and decent-looking – as opposed to the previous version that was barely working at all, or the one before that that looked like something out of Geocities.

I barely know WordPress at all at this point, but I’ve decided it’s better to learn by doing than wait until I have everything sorted out and only then rework the site. I’ll reinsert all the old content eventually (when I learn enough about the new system); in the meantime, I’m leaving the old site up so the old content can still be accessed.