Dingoonity.org

Dingoo Official Firmware => Emulation => Topic started by: slaanesh on May 09, 2013, 12:38:10 pm

Title: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 09, 2013, 12:38:10 pm
MAME4ALL v1.1 Dingoo Native released.

See http://www.slaanesh.net/ (http://www.slaanesh.net/) for details and download links.

Discuss on this thread.

Thanks!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: dwight2048 on May 09, 2013, 06:22:33 pm
Excellent, but cheats doesn't work!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: the_wub on May 09, 2013, 06:31:24 pm
Great work! :D  Everything I try works great, really smooth and it's nice to be able to set higher quality sound and still have a good frame-rate.

Thanks very much! :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: hastiau on May 09, 2013, 06:38:23 pm
Awesome work !
The only thing we need now for native, is the atari 2600 emulator  ;)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: samir on May 09, 2013, 06:39:39 pm
Oh my god!! Thanks slaanesh!! You are my hero  ;D
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: DENNY79 on May 10, 2013, 08:34:17 am
Good work man
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 10, 2013, 11:04:49 am
Excellent, but cheats doesn't work!

Hmmm, I never even checked the cheats as i don't use them.
Brightness doesn't do anything either. :-)

Most other things should be working okay though.

Thanks for all the kind words!

Let me know if getting Mortal Kombat or Terminator 2 working is easy enough to do with the instructions I supplied.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: the_wub on May 10, 2013, 01:43:18 pm
Hey Slaanesh,

I've tried Mortal Kombat and it did work fine but I had to copy cygwin1.dll from my cygwin installation into the same directory as the gfxconv.exe and rom files as the .exe bombed out with a missing cygwin1.dll error to start with!

That may just be an oddity with my setup, but I thought you'd like to know.

It does run nicely though, thanks again! :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: emrextreme on May 10, 2013, 04:59:53 pm
Just wow, mind blown! Thanks, man.
Title: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 10, 2013, 11:42:48 pm
Oh yes the gfxconvert.exe will need Cygwin :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: chevette on May 11, 2013, 12:35:21 am
slaanesh: Nice job! Works great.....thanks for breathing new life into the good old Dingoo.
We appreciate your efforts!!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: eltehero on May 11, 2013, 12:46:08 am
Thanks Slaanesh, you did so much for the GPH community and now you're doing the same for Dingoo :)

What romset does this mame4all version use?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: samir on May 11, 2013, 01:12:53 am
Thanks Slaanesh, you did so much for the GPH community and now you're doing the same for Dingoo :)

What romset does this mame4all version use?

0.37b5. The same of the old ports of Mame for Dingoo.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: samir on May 11, 2013, 02:30:31 am
This version is awesome! I try these games, all in 432 mhz and sound in 16000 mhz mono:

Classics:

Toki, Rygar and Snow Bros at Full Speed!!

Konami:
TMNT, Road fighter, Green Beret, Crime Fighters and Yie Ar Kung Fu, at Full Speed!
Lifeforce and Contra at ~45 fps
SunsetRiders, Vendetta and Simpsons dont works  ??? (mesagge: "unable to start video emulation"). Those games works in the old Mame4all 1.0 for Dingux, slow but works.

Capcom:
Ghost and Goblins at full Speed!
Final Fight woks at ~35 fps, Captain Commando and Ghouls and Ghost at ~45fps. 
SF2 CE and WW, Tenchi Wo Kurao II, no works (mesagge: "unable to start video emulation").
Anyway, those games works very well in Dingoo CPS1 stock emulator.

Others:
Aero fighters ~45 fps
Shinobi ~55 fps
Blood Bros, Psycho soldier and Tag Team Wrestling at full Speed!


Nice job, slaanesh! Thanks!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: wy_scorpio on May 11, 2013, 04:15:02 am
great work! thx

but can make one integrated app  to instead multiple app? i cant distinguish which rom use which app ... thanks :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: alekmaul on May 11, 2013, 06:55:21 am
Excellent, but cheats doesn't work!

Hmmm, I never even checked the cheats as i don't use them.
cheat are disabled, i remove them in 1st version.
You must remove the
Quote
// ALEK no cheat actually
#if 0 
It's line 619 and the #endif line 818.
Title: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 11, 2013, 06:59:29 am
great work! thx

but can make one integrated app  to instead multiple app? i cant distinguish which rom use which app ... thanks :)
One app won't work because it will be too big and won't leave enough space to run the games. Despite being 32MB the Dingoo in native mode only has 16MB usable! The native OS kernel uses the other 16MB which is really excessive.
If anyone knows how to change this or rebuild the native kernel ... Please let me know!

Anyway, check the gameslist.txt, it tells you which games is in which app.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 11, 2013, 07:01:36 am
Excellent, but cheats doesn't work!

Hmmm, I never even checked the cheats as i don't use them.
cheat are disabled, i remove them in 1st version.
You must remove the
Quote
// ALEK no cheat actually
#if 0 
It's line 619 and the #endif line 818.

I'll activate it for the next release - which will be much sooner than 3 years from now, I promise. :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: samir on May 11, 2013, 08:25:19 am
Slaanesh,can you take a look into the "unable to start video emulation" in some konami and CPS games,please? Those games runs ok in the older mame for Dingux.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: hi-ban on May 11, 2013, 09:34:29 am
would it be possible to add support for Bomberman/Dynablaster (bombrman.zip/dynablst.zip)?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: naxeras on May 11, 2013, 10:45:48 am
Thank you slaanesh incredible work, with FAME cores this MAME is more fast.

This mame is incredible more faster than legacy dingux but for RAM issues is not than compatible.

It is possible compile this fast mame in legacy digux or opendigux with swap for RAM issues?

Alekmaul in your git I see FAME in your opendingux mame, are binary available?
Title: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 11, 2013, 01:09:03 pm
would it be possible to add support for Bomberman/Dynablaster (bombrman.zip/dynablst.zip)?

I'll add it.

About Konami Simpsons, like I said RAM is the issue in Dingoo Native.
I've already compiled an updated version of MAME4ALL for OD and pretty much all games that don't work due to lack of RAM, work fine on OD however it's some what slower even with hardware double buffering.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: Winchester on May 12, 2013, 08:26:15 pm
Hello!

My first time on this forum :)

I am Brazilian and I'm using Google Translator. So forgive me for any mistake of English.

I bought the Dingoo 3 months ago. I registered just to thank you for the new version of Mame. Thank you!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 13, 2013, 01:18:18 am
I bought the Dingoo 3 months ago. I registered just to thank you for the new version of Mame. Thank you!

You are welcome.

would it be possible to add support for Bomberman/Dynablaster (bombrman.zip/dynablst.zip)?

Added because I love Bomberman!

Was a bigger job than I thought. For a relatively small ROM, the driver was fairly inefficient and used a lot of space (luxury of being a PC emulator really) so I had to change a few things to get it to fit but it's in now and it runs reasonable fast and very playable.

Next release will have Bomberman and Dynablaster available.


If anyone wants games add or improved, let me know and I can consider it.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: the_wub on May 13, 2013, 12:07:46 pm
I'd like to make a request for the Sega racer Power Drift!  Out Run works really well without sound so maybe it's possible?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: hi-ban on May 13, 2013, 01:14:55 pm
Thanks for adding bomberman!

One of my favourites is Golden Axe: The revenge of Death Adder (ga2.zip)
http://www.youtube.com/watch?v=P8_Dzh1HZ4I
But being it a Sega System 32 game, i am aware that it may be difficult to run for the Dingoo.

Super Burger Time (supbtime.zip) was also good.
http://www.youtube.com/watch?v=njh0P_cRCQY
Not sure if that will be difficult to add support, though.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 14, 2013, 12:51:33 am
I'd like to make a request for the Sega racer Power Drift!  Out Run works really well without sound so maybe it's possible?

Powerdrift is a fairly complex game and was added relatively late in Mame. As a general rule, the later it was added, the harder it is to integrate.
Simple games can still be done fairly easily, more complex ones require a bit of effort. I'll check into it.

One of my favourites is Golden Axe: The revenge of Death Adder (ga2.zip)
But being it a Sega System 32 game, i am aware that it may be difficult to run for the Dingoo.

Super Burger Time (supbtime.zip) was also good.
Not sure if that will be difficult to add support, though.

As you already said, Golden Axe: Death Adder is not really possible. :D

Super Burger Time is already there! but had a few bugs. I've updated it now so it should be perfect.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 14, 2013, 12:07:35 pm
I've been playing a bit of Super Burger Time! Great game! I like the original but this one is even better. Thanks for bringing it to my attention.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: doglush on May 14, 2013, 12:20:51 pm
Quote
I've already compiled an updated version of MAME4ALL for OD and pretty much all games that don't work due to lack of RAM, work fine on OD however it's some what slower even with hardware double buffering.


Do you know why OD is slower than native uOS ? (Everybody say that OD is the best thing on earth err on Dingux ;) )
Many thanks for all your work. I can play TOKI smoothly :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: hastiau on May 14, 2013, 05:06:59 pm
Slaanesh, could you do something for rampage world tour ?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 15, 2013, 05:56:13 am
Unfortunately the ROM is massive. MAME4ALL on Dingoo Native has to be able to load the entire ROM at once or like Mortal Kombat split it up. But the ROM once uncompressed is about 22MB - then the graphics need to be extracted and converted which usually doubles the size again. Then there's runtime memory requirements.

If the Dingoo Native had 64MB *usable* then I could do it :-)

I've got 16MB usable. :)

Power Drift is similar, though a lot smaller it's probably right on the maximum size of being able to fit.

A 2.5MB - 3MB compressed ROM file is about the very maximum sized game that Dingoo Native will be able to play.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: naxeras on May 16, 2013, 08:17:03 am
It is possible ADD sound to Hook?.

In Legacy Dingux Hook Works but without sound.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on May 17, 2013, 12:55:40 am
It is possible ADD sound to Hook?.

In Legacy Dingux Hook Works but without sound.

The Irem M92 games, which includes 'Hook' as well as 'In the Hunt' are excellent games which both unfortunately need more RAM than the Dingoo Native is capable of. It's that silly 16Mb limit.

That 16MB limit includes the size of the executable + uncompressed ROM + converted graphics + a whole load of other bits and pieces.

The typical MAME executable is about 2MB.
Hook as an uncompressed ROM is about 7MB.
The Graphics when converted are about 10MB
Other runtime can vary anywhere from 1MB to 8MB.

As you can see we've quickly gone over Dingoo Native's 16MB limit, yes would still fit in old Dingux's ~25MB usable limit.

So basically it won't run, even without sound. Perhaps with a GFXCONVERT written for it.

If only the Dingoo guys had given 24MB of user space to use in Native mode and loads of great games would work very nicely.

It's funny I was thinking the same thing a few years ago when I was looking at the GP32 version.
The GP32 only has 8MB RAM total of which 7MB is usable - but it's a good decent percentage, especially considering that things like screen size hasn't changed (ie both 320x240)

Anyway, if there is anyone technical out there and good and stuffing around with uCOSII, the A320's native OS, please put your hand up!

Anyway, for larger games Open Dingux is going to be the way to go in the future for the A320, however I've still found nothing beats the speed of the A320 in native mode, and that speed difference is substantial.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: naxeras on May 17, 2013, 07:45:50 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?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: herts on May 17, 2013, 12:39:57 pm
Hi all

this is probably a silly question, but how do I install this?

Literally just received my dingoo 320 today.

Edit: Just read the readme.

Thanks!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: wy_scorpio on June 03, 2013, 04:42:46 pm
strange...
why the rom '1942,1943,Double Dragon...' cant be recognition..
Title: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on June 04, 2013, 01:11:05 am
They work fine you need older versions of these ROMs though. MAME went through a big internal renaming if the ROMs so the latest versions will not work.
Look for m37b5 to m37b16 era and you should be fine!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: wy_scorpio on June 05, 2013, 03:47:51 pm
They work fine you need older versions of these ROMs though. MAME went through a big internal renaming if the ROMs so the latest versions will not work.
Look for m37b5 to m37b16 era and you should be fine!

ok thx :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: wy_scorpio on June 05, 2013, 03:54:15 pm
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 :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: samir on June 10, 2013, 03:45:42 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.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: hi-ban on June 11, 2013, 10:16:49 pm
are we near the next release? i'd love to play bomberman on my dingoo!  :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh 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.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: samir 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!!!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: ace9094 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
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh 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).
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: samir on June 19, 2013, 03:25:08 pm
Those are VERY good news!!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh 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.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh 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.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: naxeras 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.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh 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.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh 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.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: DENNY79 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.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh 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. :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: hi-ban on July 02, 2013, 10:12:54 am
Great news! Looking forward to playing it!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: care16la20 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
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: samir on July 02, 2013, 02:02:44 pm
Good news!! For native OS or Opendingux?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: wy_scorpio on July 06, 2013, 01:09:05 pm
can add  'set roms path' function in next release?thus we can put roms anywhere... :)thx
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: crazyhorse2352 on July 07, 2013, 10:53:33 am
   Looking forward to the Temper release !
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh 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 :-/
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: crazyhorse2352 on July 09, 2013, 08:50:07 am
   Yeah, i'm running mame from the sd card, works fine, awesome work on the emulator.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: wy_scorpio on July 09, 2013, 04:16:07 pm
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 :-/

thx reply :)
hope this function can be added before long...
Title: MAME4ALL v1.1 Dingoo Native released
Post by: Dexidus on July 14, 2013, 03:57:10 am
Hmmm, has anyone been able to get the simpsons game(s) working? It's pretty much my fave game of all time, was reallllly looking forward to it on the dingoo, but i can't ever get past the 'unable to start..' message :(

Edit:
I'm more than happy to make a nice chunk of a donation if the simpsons game(s) get support, that's for sure! I can't be the only one who dropped a lot of quarters on that game growing up, i'd totally toss a big pile of quarters to the dev if it means i can play it again on my dingoo (ideally native dingoo)

Edit 2:
Also, tmnt turtles in time is no workie :(
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: Dexidus on July 24, 2013, 12:35:04 pm
Update - i am able to play simpsons with mame4all on open dingux (after trying with a new sd card), but not with the native mame4all. Weird but at least i can play it now!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on July 25, 2013, 01:52:18 am
The reason is that Dingoo Native can only address 16MB of RAM.
Open Dingux gets close to 27MB of RAM.

Simpsons would probably need about 20MB of RAM to run.

There is a work around for Dingoo Native. Compressed graphic ROM storage - this would benefit many games and may make it in release v1.3.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: Dexidus on July 25, 2013, 02:11:44 am
Ah, makes sense! Thanks for the info man!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on July 26, 2013, 07:10:53 am
I've got some good news. I've decided to add graphics compression into the next release and it's looking very promising.
I've got Simpsons working though with still a few graphic glitches. But it's look very good and very fast! Full speed! The graphics compression cuts graphics usage in half. This mean that many games which were previously "too big" will now work.

Once I get rid of the remaining graphics glitches I'll look at adding some "big graphics" games. Should be interesting.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: Dexidus on July 26, 2013, 10:50:23 am
Oh man. Oh man. Oh man. Looking forward to the next release!!!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on August 02, 2013, 08:06:59 am
Well some good news and bad news.

What do you want first?

Good news!
The first "compressed gfx" games are now fully working. I've tried Konami Vendetta and Aliens and they work great!

Bad news!
Simpsons *still* needs a little more memory and I've been collecting spare memory *everywhere*. We'll get there, but it might be that Simpsons will needs it's own executable - effectively a one game emulator. :)

Why isn't Simpons working? It's only *slightly* larger than Vendetta but that difference is stopping it from starting up.
It's really annoying. I said I had Simpons running previously but in finding the reason for the glitches I also found a bug in one of the new memory allocation algorithms, unfortunately it was mis-calculating on the low side. :(
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: Dexidus on August 02, 2013, 10:52:47 am
Aww, boo urns! Good luck man!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: eltehero on August 04, 2013, 12:21:30 am
Slaanesh, how does Empire City 1931 run, if at all? I remember asking about this game when the you were developing  mame for the GPH platforms a few years ago, and this game didn't work.

Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on August 08, 2013, 01:19:57 am
Slaanesh, how does Empire City 1931 run, if at all? I remember asking about this game when the you were developing  mame for the GPH platforms a few years ago, and this game didn't work.

Hi, well actually Empire City doesn't run.... on v1.1.... BUT will run on v1.2

I've made some really big changes to v1.2.

Just got Simpsons working! I've done some investigations on the the Dingoo A320 Native memory arrangement.
I've found some RAM :-)

Looks like there is 6MB allocated for static and 16MB for variable memory allocation for a total of 22MB.

Hooray! Previously MAME was only using the 16MB of variable via malloc(). The static 6MB is used for the program but often the program is less than 3MB in size, I can allocate anywhere between 2-4MB of extra RAM here and use it for graphics and large tilemaps, etc. Great success!

This latest discovery in conjunction with the new compressed graphics system means we've suddenly got... a lot more memory to play with and a lot of bigger games will now work!

Including Simpsons!

I've just been playing Simpsons and it's great, full speed with sound and plays at  full 60fps at 420Mhz. Great game too!

Empire city will certainly benefit from these latest discoveries and should be working with the next release too as well as a heap of other larger games...

Most likely "Hook" and "In the Hunt" will also work. I'll see if I can also add sound to these.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: Dexidus on August 08, 2013, 02:09:20 am
O.m.g. You're amazing man, simply amazing!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: the_wub on August 08, 2013, 09:30:29 am
This is amazing news!  It sounds like Power Drift will fit in memory easily now?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on August 12, 2013, 02:09:16 am
Empire City now working.

Had to change some things around, the video driver was really expecting to use a lot of memory.
I went back to an older version of the video driver which was much more memory efficient and other wise functionally equivalent. As a result, it's running full speed now, nice game too.
I remember playing this on my Atari ST - though back then I didn't realize it was a port of an arcade game!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: Losk on August 12, 2013, 02:14:46 pm
Very cool, Slaanesh!! :) Looking very much forward to v1.2!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on August 15, 2013, 02:39:41 am
Hook and "In the Hunt" now working too. Currently without sound, but I will update the driver to gain sound.
Once this is done I think I'll call it and release MAME4ALL v1.2 for Dingoo Native.

After this I will concentrate on an A380 version of MAME4ALL.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on August 20, 2013, 07:00:44 am
Okay, all except Superior Soldier of the m92.c games are working with sound.
That means:

Hook, In the Hunt, R-Type Leo, Undercover Cops, etc all working. Hook is nicely playable, some of the others are a bit slow - but they are all very playable and enjoyable.

That's pretty much it now for this version. Expect a release soon-ish.  :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: Losk on August 20, 2013, 03:58:27 pm
Great!!!  :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: wy_scorpio on August 24, 2013, 02:20:00 am
why not port this emu to OD? OD have swap ,so Insufficient memory can be solved :)
expect have two versions... ,one for native ,one for OD
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: samir on August 24, 2013, 01:36:26 pm
why not port this emu to OD? OD have swap ,so Insufficient memory can be solved :)
expect have two versions... ,one for native ,one for OD

+1
hey slaanesh,van you fix the problem with cygwin.dll for the graphics converter in games like mortal kombat?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on August 27, 2013, 02:22:39 am
why not port this emu to OD? OD have swap ,so Insufficient memory can be solved :)
expect have two versions... ,one for native ,one for OD

This version of MAME4ALL is optimized for Dingoo Native OS though pretty much all the core will work without issue.

I have built my version of MAME4ALL for OD however it's noticably slower for some reason and I don't know why.
It's annoying as some games which run well on Native don't run very will on OD. Have you tried Outrun on OD? It's really slow and yet on Native it's quite playable.

The OD version uses SDL which may be the culprit, perhaps the sound driver is quite right... I don't know. And I don't have the time to find out I'm afraid.

Anyway, I've added ONE more game to the Native version, and it's a ripper! I won't tell you what it is but will give you a clue: It's a gun game by Taito!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on August 27, 2013, 02:23:07 am
why not port this emu to OD? OD have swap ,so Insufficient memory can be solved :)
expect have two versions... ,one for native ,one for OD

+1
hey slaanesh,van you fix the problem with cygwin.dll for the graphics converter in games like mortal kombat?

Yes I'll fix this up.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: moldov on September 02, 2013, 04:05:04 am
slaanesh,

thanks for the emulator. It's really great to come back and play games which I used to play in my childhood.

One question - how to add ROMs? There is a rom konek.zip - which is kind of quest. Was developed in '88 in USSR for Soviet Arcade automat. That game is applicable for MAME, I was playing in different versions of MAME for Mac, Linux and Win. I added string in section "Others" in gamelist and gameslists files but out of luck. I tried all the mame apps but no way.

Could You tell me how to add the game?

Regards, moldov.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on September 03, 2013, 09:00:09 am
"Konek-Gorbunok" is not actually supported by MAME 0.37b5 and was added much later... MAME 0.106 or so.
However all is not lost I may be able to add it for you.

I read that "Konek-Gorbunok" was quite a popular game in Russia?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: Drem on September 03, 2013, 09:17:50 am
"Konek-Gorbunok" is not actually supported by MAME 0.37b5 and was added much later... MAME 0.106 or so.
However all is not lost I may be able to add it for you.

I read that "Konek-Gorbunok" was quite a popular game in Russia?
I think that half-mechanical arcades like Sea Battle/Torpedo Attack (with periscope-like screen and controls) and Viraj ("Turn", autorally) were much more popular in Soviet Union.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: moldov on September 05, 2013, 12:40:16 am
Slaanesh,

thanks a lot that You agreed to add the requested game. I could provide You with zipped ROM if You need.

You are right it was really popular because not so much arcades existed at that time. As Drem said, half-mechanical arcades were more popular, but when K-G appeared, I spent lots of 15c coins to play:)

Thanks and regards, moldov.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: eltehero on October 11, 2013, 11:23:04 pm
Empire City now working.

Had to change some things around, the video driver was really expecting to use a lot of memory.
I went back to an older version of the video driver which was much more memory efficient and other wise functionally equivalent. As a result, it's running full speed now, nice game too.
I remember playing this on my Atari ST - though back then I didn't realize it was a port of an arcade game!

Many thanks, When can we expect v1.2
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on October 13, 2013, 12:40:16 am
Sooner than you may think... Final testing on binaries now... :)
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: hastiau on November 03, 2013, 08:23:13 pm
Hi slaanesh.
Any news about the release of MAME4ALL ?
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: sparkymark79 on November 04, 2013, 02:56:46 pm
ooohoh waiting :)

aargh. cannot get it working. I've read the readme but when I click on an app it just hngs and I have to reset. I must be doing something wrong. I've installed folder into 3d game folder as it says

anybody? Thanks
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: K-77 on November 06, 2013, 06:06:45 pm
Just put some roms in /ROMS directory.

And try to write in this topic as the problem is not related to firmware.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: sparkymark79 on November 06, 2013, 09:19:45 pm
hi, I have many ROMs in the ROM folder. it just crashes the system as soon as I click on any of the mame.apps


I also downloaded an emulator pack from a foreign dingoo site which had everything already setup in the respective folders and it still crashes. this is why I posted in the firmware forum as I can't think of anything else it could be. its a mystery! somebody please help me. has nobody else experienced the same?

I even found the Python script to fix hong Kong dingoos and ran it against all the mame.apps just in case but they were obviously compiled with the new SDK.

I might be new with the dingoo but I'm not a complete noob. I've got the Pandora long service medal award too but I wanted something smaller as well and this is perfect.
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: sparkymark79 on November 06, 2013, 10:00:20 pm
FIXED IT!!! it was the memory protection set to 'on' in the system settings.

EDIT - no it wasn't the memory protection - it fails whenever the SD card is in the slot. weird!
Title: Re: MAME4ALL v1.1 Dingoo Native released
Post by: slaanesh on November 13, 2013, 08:48:08 pm
Version 1.2 is now out.
See www.slaanesh.net (http://www.slaanesh.net)