I am the original porter of Mame4LL for native Dingoo OS.
The source code is of course available here : http://www.portabledev.com/pages/dingoo/jeuxdev.-perso/mame4all.php
I hope you will share with us improvment you did to my port slaanesh since I sent you source code some years ago
Does anyone know who much memory is available to the Native Dingoo OS?
If I remember well, no more than 16MB ... The OS takes 16 MB too.
No worries Alek.
16MB looks about right. I ran a little test program which malloced RAM until in ran out.
My process was about 2-3MB and the malloced died at around 13MB.
Whilst it doesn't sound like much it's enough for 95% of MAME games. The bigger ones will fail but that's okay as FBA will take up the slack for those.
The ones that do fail are all available under FBA anyway so I will remove some of these large ones from MAME4ALL.
FBA works because it can create cache files for the large games.
MAME4ALL doesn't create cache files and would be a pain to modify to do so - so I'll leave it as it is.
Zear, compressed RAM would be slower than real RAM. Such RAM would have to be compressed into blocks or pages and then uncompressed again when in use.
For maximum performance which most emulators need, compressed RAM might be okay for storing graphics/sound data but I think that would be about it.
Also, I've been getting another little GEM to work on Dingoo Native - Temper the PC Engine emulator.
I have the first few games working yesterday. It's a pure native port, no SDL. I think it should run most games at full speed and full frame rate at 420Mhz.