Author Topic: MAME4ALL v1.1 Dingoo Native released  (Read 35212 times)

hi-ban

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #40 on: June 11, 2013, 10:16:49 pm »
are we near the next release? i'd love to play bomberman on my dingoo!  :)

slaanesh (OP)

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #41 on: June 12, 2013, 01:56:58 am »
Hey slaanesh, when I try to use the grapchic converter for MK, the system gives me an error: could not find cygwin1.dll  ::) any suggestion? Win7 64 bits.
I will compile again for the next release to remove the cygwin1.dll dependency.

are we near the next release? i'd love to play bomberman on my dingoo!  :)
Soon, I've got one more bug to remove to allow using FAME M68000 gaming for multiple CPUs.
 
i find a little bug..
when i copy new roms to folder \roms , mame4all cant recognize these roms..but when i delete some '.1st or .cfg' files in folder \frontend and re-run mame4all ,the new roms all can be recognized..i dont want to delete these files every time...can repair this bug? thx :)
This is not a bug, it's intentional. when you add new games you must press <SELECT>+<START> at the game selection screen to refresh the cache.

samir

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #42 on: June 12, 2013, 04:04:35 am »
Hey slaanesh, when I try to use the grapchic converter for MK, the system gives me an error: could not find cygwin1.dll  ::) any suggestion? Win7 64 bits.
I will compile again for the next release to remove the cygwin1.dll dependency.

are we near the next release? i'd love to play bomberman on my dingoo!  :)
Soon, I've got one more bug to remove to allow using FAME M68000 gaming for multiple CPUs.
 

Thanks!!! Looking forward for the next release!!!

ace9094

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #43 on: June 16, 2013, 11:59:35 pm »
Hi guys,

Anyone got Streetfighter working? (original verision not SF2)

I tried all 3 roms but hangs on "Starting Game..."

I have tried a number of settings for CPU Speed and Sound

Thanks
ace
Dingoo x2, GCW0, RS-97 x2, Revo-K101, RS-90, PSP, PSP Go, GameGadget, New 3DS 128GB, PS Vita 200GB RS-45, Gamebox Advance and a few other obscure devices

slaanesh (OP)

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #44 on: June 19, 2013, 01:17:20 pm »
Hi guys,

Anyone got Streetfighter working? (original verision not SF2)

I tried all 3 roms but hangs on "Starting Game..."

I have tried a number of settings for CPU Speed and Sound

Thanks
ace
Hmm you're right. It doesn't work. I'll investigate and fix.

Hmm I see the problem, it's using the "tilemap" system for graphics.
Sometimes these are implemented really inefficiently, and this is one such case. I'll see if I there is a work around.

In some other good news, I've got FAME M68000 working for multi M68000 games. That is games such as Outrun, Space Harrier, Rodland, Gradius 2 and quite a few others will be somewhat faster.

Outrun plays even better now, though still not full speed. But it plays pretty good even with lowest quality setting of sound, probably as good as you are going to get short of a GCW-Zero, Android device or Pandora.

I've also created a Neogeo module - these work surprisingly well thanks for the very efficient manner in which the original MAME Neogeo driver was written - hats off to the original MAME Neogeo authors. Even some "bigger" games (3-4MB zips) will work though no "Fighter" (KOF, AOF, etc) work. Use the default Neogeo emulator for those. MAME does do a very good and fast job of the smaller games (ie pretty much all the early games play at full speed at 420Mhz).
« Last Edit: June 19, 2013, 01:26:04 pm by slaanesh »

samir

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #45 on: June 19, 2013, 03:25:08 pm »
Those are VERY good news!!

slaanesh (OP)

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #46 on: June 21, 2013, 03:46:54 am »
Alright fixed Street Fighter 1, will be playable in the next release.

Please let me know if there are any other "dead" games, they are a waste of space.

I will either fix them or remove them

I've found some which I've had to remove as they were just too big to ever fit into the A320.
« Last Edit: June 21, 2013, 04:57:35 am by slaanesh »

slaanesh (OP)

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #47 on: June 21, 2013, 04:46:55 am »
Thank you for your explanation slaanesh.

uCOS is much RAM expensive.

Another question, Why native OS is more faster then Open Dingux/Legacy Dingux?

uCOS doesn't have to be RAM expensive, it's the way it's configured. I've seen configuration scripts and I believe that Dingoo just made it like that - possible some bad decisions.

I don't know why Native OS is faster. It's most likely not really faster, there possibly could be something on the Dingux side that is wasting some CPU... Wish we could find out where that was.

naxeras

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #48 on: June 21, 2013, 07:47:08 am »
Thank you for your explanation slaanesh.

uCOS is much RAM expensive.

Another question, Why native OS is more faster then Open Dingux/Legacy Dingux?

uCOS doesn't have to be RAM expensive, it's the way it's configured. I've seen configuration scripts and I believe that Dingoo just made it like that - possible some bad decisions.

I don't know why Native OS is faster. It's most likely not really faster, there possibly could be something on the Dingux side that is wasting some CPU... Wish we could find out where that was.

Thank you for your explanation slaanesh.

Is not possible reconfigure ucos memory alocate?

I whish your mame in Dingux or Open Dingux for play hook with sound.

Another question, hace you plans to port another GBA emulator. Native emulator is good but scaling is not aspect ratio accurate and not support ziped .GBA roms like Lions emulators.

Another emulator not good is PCE emulator, Hugo not work well with frameskip.

Regards.

slaanesh (OP)

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #49 on: June 24, 2013, 05:58:42 am »
I have no plans for a GBA emulator.

However I have ported Temper (PC Engine) for Dingoo Native, which works fairly well. Could do with a little speed up here and there but otherwise works well enough.

Also have an Atari 2600 emulator.

Will release these soon when I can.

slaanesh (OP)

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #50 on: June 25, 2013, 01:21:26 am »
I worked a bit more on Temper last night which is the PC Engine emulator.

I initially thought this was going to be "quick and easy" but it's been quite a bit more difficult than I first thought - especially wanting to get decent speed and functionality out of it.

Speed especially, all the assembler code for Temper is only for ARM so the Dingoo can't make use of any of that code :-(

My main concern was speed but I've made some nice optimizations and compiling the cpu.o and video.o with the latest GCC has helped too to make this fast enough to be viable for release. Having said that, it runs most HuCard games fullspeed with no frameskip. Some are fullspeed at 336Mhz, others need more.
CDROM games also run nicely. CD Audio slows it down a bit. Also suppots BZ2 archiving. The last thing on the list is save states which seems to crash at the moment, so have to sort that out. And CD suppost is still a little fickle.

But otherwise, it's a great PC Engine emulator - big thanks to Exophase for trusting me with the source code - it's a closed source release guys.

Look out for this, it will be my next release for Dingoo Native.

Also been working on MAME4ALL still, the FAME core mainly works with indytemp but not completely. It starts and runs demo mode but coin input seems broken. Not sure why yet. I'm also hoping to get roadblst going with FAME as I love that game and want it to run 60fps.
« Last Edit: June 25, 2013, 01:25:45 am by slaanesh »

DENNY79

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #51 on: June 25, 2013, 04:42:03 pm »
I worked a bit more on Temper last night which is the PC Engine emulator.

I initially thought this was going to be "quick and easy" but it's been quite a bit more difficult than I first thought - especially wanting to get decent speed and functionality out of it.

Speed especially, all the assembler code for Temper is only for ARM so the Dingoo can't make use of any of that code :-(

My main concern was speed but I've made some nice optimizations and compiling the cpu.o and video.o with the latest GCC has helped too to make this fast enough to be viable for release. Having said that, it runs most HuCard games fullspeed with no frameskip. Some are fullspeed at 336Mhz, others need more.
CDROM games also run nicely. CD Audio slows it down a bit. Also suppots BZ2 archiving. The last thing on the list is save states which seems to crash at the moment, so have to sort that out. And CD suppost is still a little fickle.

But otherwise, it's a great PC Engine emulator - big thanks to Exophase for trusting me with the source code - it's a closed source release guys.

Look out for this, it will be my next release for Dingoo Native.

Also been working on MAME4ALL still, the FAME core mainly works with indytemp but not completely. It starts and runs demo mode but coin input seems broken. Not sure why yet. I'm also hoping to get roadblst going with FAME as I love that game and want it to run 60fps.
I can't wait.Great work.

slaanesh (OP)

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #52 on: July 02, 2013, 04:11:17 am »
Been working on MAME4ALL again. I like to swap around a bit.

Good news! FAME now works for ALL games that I've tested except for Indiana Jones and the Temple of Blah or whatever it's called.

My goal of getting RoadBlasters working has been achieved and it plays quite nicely! I might leave Indy (which does start but sound and coin input is not working) for now and get another MAME4ALL release out shortly as I think the changes are worth it.

Temper just needs save states working and that will be released too.

EDIT: FIXED! All games now with with FAME! Indy plays super fast with FAME, full 60FPS. :)
« Last Edit: July 02, 2013, 07:57:32 am by slaanesh »

hi-ban

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #53 on: July 02, 2013, 10:12:54 am »
Great news! Looking forward to playing it!

care16la20

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #54 on: July 02, 2013, 01:28:15 pm »


Great news, looking foward to its release... and even an dukenukem 3d port hehehehe

By the way, any news yet about the FBA in native ? Im looking for this one because of cps2 games that dont run well on native emu, and some other games like simpsons, double dragon, etc which have an better perfomance under fba than mame.....


Regards

samir

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #55 on: July 02, 2013, 02:02:44 pm »
Good news!! For native OS or Opendingux?

wy_scorpio

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #56 on: July 06, 2013, 01:09:05 pm »
can add  'set roms path' function in next release?thus we can put roms anywhere... :)thx

crazyhorse2352

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #57 on: July 07, 2013, 10:53:33 am »
   Looking forward to the Temper release !

slaanesh (OP)

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #58 on: July 09, 2013, 08:03:51 am »
can add  'set roms path' function in next release?thus we can put roms anywhere... :)thx


MAME already handles this via it's command line. In fact MAME IS a CLI emulator. There is no gui. All it's commands are type in, even to this day. The frontends you see (for the A320 and any other computer that MAME runs on) are all extensions.
The fronted launcher for MAME on the A320 is built in. It's also an extension. It generates all these options and effectively runs MAME with these options as parameters.
All the options have a default value, most of them are fine. The rompath is one of these, it's set to "roms" relative to the MAME executable.
It's a relative path so you can really install MAME anywhere. ie. on the SD card if you want.
It should work fine, though I haven't tried this. I always run it from internal storage.

I guess what you want is an absolute path defined by yourself.

Logically speaking, the rompath is a "global" variable consistent for all games. You can define multiple rompaths within MAME. However, the MAME4ALL frontend has no mechanism to define global variables such as this.

A good solution to this problem would take a bit of time and my motivation for adding this kind of soltuion is low I'm afraid. I'd rather be coding game driver improvements and optimizations as that is what I enjoy doing.

So I'll have to think about it, and perhaps add something quick and hacky :-/

crazyhorse2352

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Re: MAME4ALL v1.1 Dingoo Native released
« Reply #59 on: July 09, 2013, 08:50:07 am »
   Yeah, i'm running mame from the sd card, works fine, awesome work on the emulator.