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Author Topic: Lynx emulator  (Read 9765 times)
Harteex
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« Reply #90 on: November 05, 2009, 09:44:35 AM »

I've never heard of any freezing issue with my SameGoo though. I can ask him to try it aswell.
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Spiller
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« Reply #91 on: November 05, 2009, 09:48:20 AM »

Would be good to know if this issue is with SIM files only. I'll try to make an APP version of LynGOO just for testing if that freezes as well. If not the problem is highly likely to be in the file association part of entry_point.c.
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alekmaul
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« Reply #92 on: November 05, 2009, 10:47:37 AM »

Yep, good try Spiller, i will do the same with SmsGGOO.
And we also have some others solutions :
- Try to use default s2dsdk without GameEngine class which is too slow during the function OneFrame(). And we perhaps missed something regarding the Init and Start of this Object
- Query "dingoo-digital-usa" to have source code of sd2sdk and try to know what is wrong in flatmush non sdk lib ^^
- Try another sdk like zaxxon's one : http://boards.dingoonity.org/index.php/topic,72.0.html
     or this one : http://www.dingoo-digital.com/forums/developers-corner/new-sdk
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Spiller
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« Reply #93 on: November 05, 2009, 12:42:23 PM »

I'm on Linux so the s2sdk is a no go for me. I already tried the Zaxxon one, but it is a mini lib lacking all the stuff from entry.a. The 'new-sdk' thing is sort of similar to my dingkit but it didn't work for me because so much had been moved around without any explanation to how and why.

Anyway, I'll try the APP route and see what that yields. If we can get the sourcecode for the s2sdk that would be perfect ofcourse. I guess we could ask and see whether they say yes or no...?
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rip
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« Reply #94 on: November 05, 2009, 02:03:50 PM »

Hi,
in the first place, Thanks for yours work in ucos os. This lynx emulator is very promising, and Smsgoo is now almost reality.
About the freeze problem, maybe have information:

My english is bad, very bad. sorry, of absence of extended explication.
In resume, I think, this problem is a problem of "data in resident memory".
Now, in my dingoo are Smsgoo 2.0 resident in memory, because even though no Smsgoo in game directory and no in my dingoo, i can play sms files in Smsgoo 2.0.

To probe this, copy smsgoo 2.0 to GAME directory, power on dingoo. play a game. Power of dingoo. Delete Smsgoo Power on . And look the sms files (there are file associations) and play sms game.

The freeze proble happens after play a game in the known emulators + Gba games
To probe this. Play a game in gbc/gb/sms/lynx and after gba game= freeze.

For fix Smsgoo 2.0 in memory copy Smsgoo 3.0, play a game, power off dingoo and delete. And the associations disappear, but the frezze problem no.  (¿something else in memory?)

I hope it helps.
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alekmaul
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« Reply #95 on: November 05, 2009, 02:40:46 PM »

Very strange that you can launch sms games without the emulator  Huh  Shocked
The big difference between SmsGGOO v2 and v3 and the gcc toolchain (V3 for the old one and V4 for the last one).
Also, i remove (like others people) the static declaration for launch.c file associations, perhaps the pb of really in this file and the launch process ...
I will try to do an App version and not a SIM one.
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Harteex
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« Reply #96 on: November 05, 2009, 03:40:39 PM »

dingoo-digital-usa tried SameGoo aswell, which seems to work fine without crashes.
So maybe it is related to SIM files then.

Although I don't know the problem with GooPlayer yet.
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dingoo-digital-usa
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« Reply #97 on: November 05, 2009, 05:43:27 PM »

My bad same problem with GNUBoy also I will do a more detailed list and description of issues tonight.... Basically what works and what crashes etc and how and when ya know the whole troubleshooting drill. As for the SDK I will see if I can get the source no promises...
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rip
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« Reply #98 on: November 05, 2009, 07:23:54 PM »

Very strange that you can launch sms games without the emulator  Huh  Shocked
Yes and no. I was looking for the SIM and the emulator wasn't in GAME directory but was in a subdirectory of Minisd ¿?  (I had to leave it at some point of the tests)
Once removed, no more file assocciations, no more emulator, but remains the freeze problem.

I hope it helps.
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dingoo-digital-usa
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« Reply #99 on: November 06, 2009, 04:06:35 AM »

I don't know if this will help at all but I got some information on the new lcd don't know if it's a driver or just the device information and commands but maybe it will help maybe it won't not sure but I'm at least trying to help the community with this one....

void Initial_ILI9331_Hydis28(void)
{
//  RESET=0;
//  Delayms(5);
//  RESET=1;
//  Delayms(10);

    WriteRegister(0xe7,0x1014);  // Set internal timing
    WriteRegister(0x01,0x0100);  // set SS and SM bit
    WriteRegister(0x02,0x0200);  // set 1 line inversion
    WriteRegister(0x03,0x1030);  // set GRAM write direction and BGR=1.

    WriteRegister(0x08,0x0202);  // set the back porch and front porch
    WriteRegister(0x09,0x0000);  // set non-display area refresh cycle ISC[3:0]
    WriteRegister(0x0A,0x0000);  // FMARK function
    WriteRegister(0x0C,0x0000);  // RGB interface setting
    WriteRegister(0x0D,0x0000);  // Frame marker Position
    WriteRegister(0x0F,0x0000);  // RGB interface polarity

//  Power On Sequence //
    WriteRegister(0x10,0x0000);  // SAP, BT[3:0], AP, DSTB, SLP, STB
    WriteRegister(0x11,0x0007);  // DC1[2:0], DC0[2:0], VC[2:0]
    WriteRegister(0x12,0x0000);  // VREG1OUT voltage
    WriteRegister(0x13,0x0000);  // VDV[4:0] for VCOM amplitude
    Delayms(100);

    WriteRegister(0x10,0x1690);  // SAP, BT[3:0], AP, DSTB, SLP, STB
    WriteRegister(0x11,0x0227);  // DC1[2:0], DC0[2:0], VC[2:0]
    Delayms(50);
    WriteRegister(0x12,0x000c);
    Delayms(50);
    WriteRegister(0x13,0x0800);   //0X1A
    WriteRegister(0x29,0x0011);
    WriteRegister(0x2b,0x000b);
    Delayms(50);
                         

//Adjust the Gamma curve//
    WriteRegister(0x30,0x0000);
    WriteRegister(0x31,0x0106);
    WriteRegister(0x32,0x0000);
    WriteRegister(0x35,0x0204);
    WriteRegister(0x36,0x160a);
    WriteRegister(0x37,0x0707);
    WriteRegister(0x38,0x0106);
    WriteRegister(0x39,0x0706);
    WriteRegister(0x3c,0x0402);
    WriteRegister(0x3d,0x0c0f);

//--------- set GRAM area -----------   
    WriteRegister(0x50,0x0000);  //Horizontal RAM Address Position start
    WriteRegister(0x51,0x00ef);  //Horizontal RAM Address Position end
    WriteRegister(0x52,0x0000);  //Vertical RAM Address Position start
    WriteRegister(0x53,0x013f);  //Vertical RAM Address Position end       
    WriteRegister(0x20,0x0000);  //Set horizontal address
    WriteRegister(0x21,0x0000);  //Set vertical address
 
    WriteRegister(0x60,0x2700);
    WriteRegister(0x61,0x0001);
    WriteRegister(0x6a,0x0000);
   
   // Partial display control //
    WriteRegister(0x80,0x0000);
    WriteRegister(0x81,0x0000);
    WriteRegister(0x82,0x0000);
    WriteRegister(0x83,0x0000);
    WriteRegister(0x84,0x0000);
    WriteRegister(0x85,0x0000);

// Panel control //
    WriteRegister(0x90,0x0010);
    WriteRegister(0x92,0x0600);

    WriteRegister(0x07,0x0133);  //display on
   
    // write display data
   // WriteRegister(0x20,0x0000);  //Set horizontal address
   // WriteRegister(0x21,0x0000);  //Set vertical address
   // WriteIndex(0x00,0x22);  //write data to GRAM
}



    void LCD_ExitSleep_ILI9331()
  {
    WriteRegister(0x10,0x0080);  //
    WriteRegister(0x11,0x0000);  //
    WriteRegister(0x12,0x0000);  //
    WriteRegister(0x13,0x0000);  //
    Delayms(200);
    WriteRegister(0x10,0x1690);  //
    WriteRegister(0x11,0x0227);  //
    Delayms(50);
    WriteRegister(0x12,0x000C);  //
    Delayms(50);
    WriteRegister(0x13,0x0800);  //
    WriteRegister(0x29,0x0011);  //
    Delayms(50);
    WriteRegister(0x07,0x0133);  //
 
 
  }

  void LCD_EnterSleep_ILI9331()
  {
    WriteRegister(0x07,0x0131);  //
    Delayms(10);
    WriteRegister(0x07,0x0130);  //
    Delayms(10);
    WriteRegister(0x07,0x0000);  // display off
   //power off sequence
    WriteRegister(0x10,0x0080);  //
    WriteRegister(0x11,0x0000);  //
    WriteRegister(0x12,0x0000);  //
    WriteRegister(0x13,0x0000);  //
    Delayms(200);
    WriteRegister(0x10,0x0082);  //
 
  }


Below is what I posted else where about issues and tests I have done.

Well here is a tested look at the new NON PAW Print Dingoo A320 I will first start with the Applications and the default
emulators the dingoo comes with and move on from there to Community made emulators.

1. Went into applications picked Mushroom Roulette played once exited and went to play again the A320 freezes in game list.
   Tried again same result so Mushroom Roulette does not work on the new non paw print A320.

2. Went into applications picked SameGoo played two levels and exited then went to again SameGoo loaded again with no problems
   and no freezing.

3. Went into applications picked a Dingoo Game Nose Breaker played two rounds and exited then went to again NoseBreaker
   loaded again with no problems and no freezing.

4. Went to GooPlayer picked a *.Ogg file played and went to select another program freezes. Also hard reset and went into
   GooPlayer again and exited freezes in the app/game list selection window.

After Playing all the Dingoo native emulators none of them locked up or froze on me.

although GBC.SIM did lock up several times but that is a 760 ported emulator...

Ok now on to the Community made emulators first up is drum roll please...

LynGOO.SIM

1. Loaded up Chopper.lnx played a round or two exited went to load it again froze in game list.
2. Lodead up Frogger.lnx played a round or two exited went to load it again froze in game list.

ColeCOO.SIM

1. Loaded up Wrongway.col played a round or two exited went into game again no problems works
2. Then loaded kevtris.col played a round or two exited went into game again no problems works

So ding ding one round that actually the emulator works and doesn't freeze up


GNUBOY.SIM

1. Loaded up a Gameboy game Adjustris.gb played a round or two exited went to load it again froze in game list.

2. Loaded up a Gameboy game boxing.gb Loaded up the Gameboy game

3. Loaded up a GameBoy Color Game CrazyZone.GBC played a round or two exited went to load it again froze in game list.

4. Loaded up a GameBoy Color Game Whackemon.gbc played a round or two exited went to load it again froze in game list.


SmsGGOO.SIM

1. Loaded up a SMS Game BlockHead.sms played a round or two exited went to load it again froze in game list.

2. Loaded up a SMS Game Robbyie.sms played a round or two exited went to load it again froze in game list.

3. Loaded up a Game Gear Tween.gg played a round or two exited went to load it again froze in game list.

4. Loaded up a Game Gear Columns played a round or two exited went to load it again froze in game list.

DOOENGINE.SIM

1. Loaded up a PCE Game Pacu.pce played a round or two exited went to load it again froze in game list.

2. Loaded up a PCE Game Centipide.pce played a round or two exited went to load it again froze in game list.

This concludes our broadcasting day of the dreaded dingoo a320 with no paw print and how it locks up and freezes and requires a
hard rest.
 
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alekmaul
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« Reply #100 on: November 06, 2009, 08:41:11 AM »

Thanks for your great test digoo-digital-usa, that's help a lot.
Just for clarification, you're using last version of each homebrew emulator and you're using firmware V1.1 ?
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dingoo-digital-usa
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« Reply #101 on: November 06, 2009, 03:27:35 PM »

I used Team-Dingo 1.03-TD3 version of the firmware on it and The New 1.20 and also 1.1. I should have stated it was duplicate results with all three firmwares and the fact I tried it with all three 2 FW and the one CFW. I used the latest emu on the test and then also went back one version with each emu and redid the test always the same results no matter what. I have no clue why ColeCOO.SIM works and none of the other emu's don't work. It's all weird the only difference I have seen comparing the old paw printed dingoo to the new non paw print dingoo is they have chaned from a 4GB NAND to a 2 X 2 NAND chip everything else seems to be the same chips and ident#'s
« Last Edit: November 06, 2009, 04:40:09 PM by dingoo-digital-usa » Logged
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« Reply #102 on: November 06, 2009, 05:21:35 PM »

I used Team-Dingo 1.03-TD3 version of the firmware on it and The New 1.20 and also 1.1. I should have stated it was duplicate results with all three firmwares and the fact I tried it with all three 2 FW and the one CFW. I used the latest emu on the test and then also went back one version with each emu and redid the test always the same results no matter what. I have no clue why ColeCOO.SIM works and none of the other emu's don't work. It's all weird the only difference I have seen comparing the old paw printed dingoo to the new non paw print dingoo is they have chaned from a 4GB NAND to a 2 X 2 NAND chip everything else seems to be the same chips and ident#'s
Inquire the center-lower part and a bit to the right. Some transistors (amirite?) are added.
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Spiller
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« Reply #103 on: November 06, 2009, 08:43:53 PM »

I have been able to partly solve the freezes with LynGOO. All previous betas have been leaking memory. The cause for these memory leaks is the fact that destructors and deletes are not being called at program exit. I don't think this will solve all freezes but at least I can start the emulator over and over again on my Dingoo now. Previously it would freeze on about the 20th game played.

Can someone check if the same applies to malloc and free? If so you'd have to check very carefully whether all memory is being freed or not.
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Harteex
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« Reply #104 on: November 06, 2009, 10:25:38 PM »

Yea, if you don't use free, malloced memory will still be in use.
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