* Add new jammer modes
Overview
This PR enhances the PortaPack Jammer app by introducing eight new signal types, ported from my Flipper Zero RF Jammer app (https://github.com/RocketGod-git/flipper-zero-rf-jammer). These modes expand the app's capability to disrupt a wide range of RF communication protocols, from analog radios to modern digital systems. The implementation preserves the original app structure, resolves namespace conflicts, and ensures compatibility with the Mayhem firmware.
New Modes
The following modes have been added to the options_type in ui_jammer.hpp, with corresponding signal generation in proc_jammer.cpp:
Noise: Generates broadband white noise to interfere with analog and digital signals (e.g., Wi-Fi, Bluetooth, key fobs). Highly effective for overwhelming receivers across a frequency range.
Sine: Produces a continuous, unmodulated sine wave to jam narrowband receivers, ideal for analog FM/AM radios or telemetry systems.
Square: Emits a harmonic-rich square wave, disrupting digital protocols (e.g., OOK, ASK) and systems sensitive to sharp transitions, such as remote keyless entry.
Sawtooth (Experimental): Generates a sawtooth wave with a unique harmonic profile, useful for testing interference against PWM-based or niche analog systems.
Triangle (Experimental): Creates a triangle wave with minimal harmonics, suitable for exploratory jamming of narrowband systems or receiver linearity testing.
Chirp: Outputs a rapid frequency-sweeping chirp signal, effective against frequency-hopping and spread-spectrum systems (e.g., some Wi-Fi, Bluetooth, or military radios).
Gauss: Generates Gaussian noise to mimic natural interference, targeting digital systems like GPS or data links by degrading signal-to-noise ratios.
Brute (Experimental): Transmits a constant maximum-amplitude signal to saturate simple receiver front-ends, useful for brute-force jamming of basic analog devices.
* Add new jammer modes
Overview
This PR enhances the PortaPack Jammer app by introducing eight new signal types, ported from my Flipper Zero RF Jammer app (https://github.com/RocketGod-git/flipper-zero-rf-jammer). These modes expand the app's capability to disrupt a wide range of RF communication protocols, from analog radios to modern digital systems. The implementation preserves the original app structure, resolves namespace conflicts, and ensures compatibility with the Mayhem firmware.
New Modes
The following modes have been added to the options_type in ui_jammer.hpp, with corresponding signal generation in proc_jammer.cpp:
Noise: Generates broadband white noise to interfere with analog and digital signals (e.g., Wi-Fi, Bluetooth, key fobs). Highly effective for overwhelming receivers across a frequency range.
Sine: Produces a continuous, unmodulated sine wave to jam narrowband receivers, ideal for analog FM/AM radios or telemetry systems.
Square: Emits a harmonic-rich square wave, disrupting digital protocols (e.g., OOK, ASK) and systems sensitive to sharp transitions, such as remote keyless entry.
Sawtooth (Experimental): Generates a sawtooth wave with a unique harmonic profile, useful for testing interference against PWM-based or niche analog systems.
Triangle (Experimental): Creates a triangle wave with minimal harmonics, suitable for exploratory jamming of narrowband systems or receiver linearity testing.
Chirp: Outputs a rapid frequency-sweeping chirp signal, effective against frequency-hopping and spread-spectrum systems (e.g., some Wi-Fi, Bluetooth, or military radios).
Gauss: Generates Gaussian noise to mimic natural interference, targeting digital systems like GPS or data links by degrading signal-to-noise ratios.
Brute (Experimental): Transmits a constant maximum-amplitude signal to saturate simple receiver front-ends, useful for brute-force jamming of basic analog devices.
* Make the beginnings of rf3d
* Name change...
* Add mood button
* Remove forced amp settings and add persistent user settings
* Fix options bar layout and SettingsManager
* Make the background paint to black again after opening fq modal
* fix audio/mod/settings and cleaned unneeded parts
* Mapped bars to audio spectrum
* Improved frequency response... still needs work i think
* add on_freqchg to be able to answer to serial frequency change command
* Made calculations for 14 bars to fit screen and little adjustments
* Visual improvements
Co-authored-by: gullradriel
* Force 433.92 and remove metadata check
We already know the frequency for all files so don't need a million metadata files to match.
* Remove RF TX. Improve PATX baseband.
* code formatting of course
* Force 433.92 and remove metadata check: we already know the frequency for all files so don't need a million metadata files to match.
* Variable fixes and move to header
* removing ability to focus on RSSI bars and to launch level app, until a solution to launch external apps from internal ones is given
* externalize Level app
* Doom - Mini Mayhem version
* Update ui_doom.cpp
* Update ui_doom.cpp
* Update ui_doom.cpp
* Update ui_doom.cpp
* Update ui_doom.cpp
* Update ui_doom.cpp
* Update ui_doom.cpp
* Update ui_doom.cpp
* Doom - Mayhem Edition
Made the Doom - Mayhem Edition game. Some little bugs but good enough for nightly.
* Code formatting. Forgot like always.
* give more initial ammo until i put ammo around the maze to collect
* wf3
* Ookbrute (#2354)
* Revert "Ookbrute (#2354)"
This reverts commit abb8143eec.
* fix
* test edition
* re enable ble
* re enable ert
* steal amfm stuff
* something happens
* save bmp on start btn
* kinda works
* exit crash fixed
* redline, remove some hardcoded
* removed cpu killer red line, and some fixes
* simplify #1
* seems ok. time to improve
* added hidden freq offset to receiver model, so wefax can be set to the "correct" freq without users needs to substract 300 hz
* badly implemented sync detection, and disabled it.
* fix for fix
* fixes
* fix offset to real life off
* no line on freq enter
* fixes
* Create the Shopping Cart Lock app
Will demonstrate tomorrow. Don't merge until I do 😁
* Fixes for HTotoo's comments 😎
* Improved audio the best I can.
If nobody has any ideas to further improve high frequencies of the audio, the hardware may not be capable. I still need to check with line-out to better speaker to make sure it's not just the speaker, but it shouldn't be.
* Compared against baseband_api.cpp - matched some things better but still playback seems to be missing higher fq sounds
* renamed wav files to a more specific / less generic name
* indentation + using variables instead of litteral names for wav files to use
* indentation
* Made a Snake game - enjoy
* Code formatting. I always forget.
* move to keep sort order
* Update external.ld
Sorry I should have also asked if there was any reason that address ranges 0xADDA0000--0xADDD0000 were skipped in external.ld. I assumed there wasn't so I changed it to be consecutive using the same 0x10000 step as the other modules. If there is any reason to skip them then we should add a comment to note it. Of course these are all just temporary address values used for linking and get overwritten by a kludgy "search & replace" during the build process.
Resolves enhancement request #764
---------
Co-authored-by: gullradriel <gullradriel@no-mail.com>
Co-authored-by: Mark Thompson <129641948+NotherNgineer@users.noreply.github.com>