Author Topic: DingooSNES v1.0  (Read 21340 times)

daniel-ntl

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Re: DingooSNES v1.0
« Reply #20 on: February 17, 2012, 12:37:59 am »
should i put all v143.sim and v139.sim in game folder??? or just one?

grumpus

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Re: DingooSNES v1.0
« Reply #21 on: February 17, 2012, 12:46:07 am »
should i put all v143.sim and v139.sim in game folder??? or just one?

Just one.
1.39 is a bit faster, 1.43 supports a few more games.

Hopefully, the author will make .app versions, so we can use both if necessary...

daniel-ntl

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Re: DingooSNES v1.0
« Reply #22 on: February 17, 2012, 12:59:18 am »
thanks man, your right please make the .app so we can use both?

wy_scorpio

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  • Posts: 368
Re: DingooSNES v1.0
« Reply #23 on: February 18, 2012, 02:00:33 pm »
great emu!thx :)
i have test it..
but when open transparency and set cpu at 336M, dingoosnes is slower than pocketsnes...

...I test it again..
1.43 is slower than pocketsnes,but 1.39 is faster than pocketsnes..
 :D

wy_scorpio

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Re: DingooSNES v1.0
« Reply #24 on: February 18, 2012, 02:40:30 pm »
it a bit faster than snes9x on dingux..
great emu!

dingoosnes1.39 now is the fastest  emu of snes on dingoo!
« Last Edit: February 19, 2012, 06:49:23 am by wy_scorpio »

naxeras

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Re: DingooSNES v1.0
« Reply #25 on: February 19, 2012, 12:11:08 pm »
My dingoo onli overclock to 395 MHZ, at 400 Mhz freezees in a few seconds, donwlockin to 370 Mhz is slow than pocketsnes because poketsnes is possible overclock to 395 mhz, (I edited source code).

Please release source code of DingooSnes or add option to overclock at 390 or 395 mhz.

wy_scorpio

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Re: DingooSNES v1.0
« Reply #26 on: February 19, 2012, 03:01:20 pm »
1.39 is great!
but there some suggestion..
1.can sound volume adjust from 0 to 100?
2.savestate slot only have one..can add some slot?

thx :)

CREATICA

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  • Posts: 195
Re: DingooSNES v1.0
« Reply #27 on: February 21, 2012, 09:12:54 am »
Yes! snes emulation is decent at last! Maybe it needs a little tweaking to be optimizised at full potential, but it's pretty neat. I've removed the original emulator that comes with Dingoo, this is is far better.
Snes emulation was the Achilles heel of Dingoo. No doubt.

Chronosplit

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Re: DingooSNES v1.0
« Reply #28 on: February 22, 2012, 12:45:56 am »
I've noticed that Mario Kart won't go past the Nintendo screen without crashing.  Anyone else get this?  1.3

grumpus

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Re: DingooSNES v1.0
« Reply #29 on: February 22, 2012, 12:57:35 am »
I've noticed that Mario Kart won't go past the Nintendo screen without crashing.  Anyone else get this?  1.3

The Nintendo/start ping screen will take about 10 seconds, but after that, it works really nice here. I'm using 1.39 and the US of the game.

Chronosplit

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Re: DingooSNES v1.0
« Reply #30 on: February 22, 2012, 06:37:56 am »
I've noticed that Mario Kart won't go past the Nintendo screen without crashing.  Anyone else get this?  1.3

The Nintendo/start ping screen will take about 10 seconds, but after that, it works really nice here. I'm using 1.39 and the US of the game.
Ah, thank you for that.  I let it hang for a few seconds, and it did go on pretty much perfectly.

merticois

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Re: DingooSNES v1.0
« Reply #31 on: February 23, 2012, 01:58:55 pm »
I just bought and received my a320 a little while ago. I saw this emulator and installed it after being dissatisfied with the native emulators quality. I noticed a huge improvement and decided to play Super Metroid. I got to the first save point and then decided to quit and return later. When I returned my save was gone. I tested this in Super Mario World as well and the saves do not work. Is anyone else experiencing this issue? I will test save states and use them if need be but I was hoping to just use the normal save systems the games included.

grumpus

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Re: DingooSNES v1.0
« Reply #32 on: February 23, 2012, 02:22:56 pm »
 :'(
I just bought and received my a320 a little while ago. I saw this emulator and installed it after being dissatisfied with the native emulators quality. I noticed a huge improvement and decided to play Super Metroid. I got to the first save point and then decided to quit and return later. When I returned my save was gone. I tested this in Super Mario World as well and the saves do not work. Is anyone else experiencing this issue? I will test save states and use them if need be but I was hoping to just use the normal save systems the games included.

You are not the only one :(

It seems to be similar to the save bug in PocketSNES. In PocketSNES, you could make sure that the progress is actually saved by going to the menu right after saving in-game. Unfortunately, the bug was never fixed :(
This does not seem to work in DingooSNES. Sometimes, the progress will be there when I run the emulator the next time. Sometimes (most of the time?) it will be gone. I only really played F-Zero since DingooSNES was released. I played the 2nd cup for like 10 times, but there are only 2 highscores. That is despite the fact that I always quit the emulator right after finishing.

Saving functionality is really messed up and broken with DingooSNES and PocketSNES and I hope this will finally be noticed and fixed!

Akiranon

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Re: DingooSNES v1.0
« Reply #33 on: February 23, 2012, 05:20:42 pm »
Go to advanced settings and turn on auto save SRAM. Contrary to what you think it might do - save constantly in-game, it actually saves SRAM on emulator exit. Turning the option to on has allowed me to save my saves from Earthbound, Super Mario World, etc. With the option off it wouldn't save SRAM at all.

grumpus

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Re: DingooSNES v1.0
« Reply #34 on: February 23, 2012, 05:26:39 pm »
Go to advanced settings and turn on auto save SRAM. Contrary to what you think it might do - save constantly in-game, it actually saves SRAM on emulator exit. Turning the option to on has allowed me to save my saves from Earthbound, Super Mario World, etc. With the option off it wouldn't save SRAM at all.

Yeah, this is the first thing I checked in both emulators. Auto save SRAM has been ON all the time. It doesn't work reliably.


ED: On another note, welcome to Dingoonity and thanks for the suggestion. It is often the most obvious and simple mistakes people make.
But in this case, it does not solve the problem :/
« Last Edit: February 23, 2012, 05:30:17 pm by grumpus »

hi-ban

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Re: DingooSNES v1.0
« Reply #35 on: February 23, 2012, 06:37:17 pm »
haven't tried this emulator...

but always check that the folders are not read-only.
Turn off that U-disk protection thing in your dingoo.

grumpus

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Re: DingooSNES v1.0
« Reply #36 on: February 23, 2012, 06:46:01 pm »
Nope, that's not the reason either :/
U-Disk is off, and every folder and file on my Dingoo is writeable.

If saving does work once in a while, the emulator will give a message that it's saving the SRAM on quitting. When it doesn't save, there will not be this message.
I am pretty sure it is a bug in the emulators (both Dsnes and Psnes). Saving always works in the original SFC emu as well as any other emulator I installed.

Chronosplit

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Re: DingooSNES v1.0
« Reply #37 on: February 24, 2012, 04:16:32 am »
I've found that when switching DingooSNES versions, you need to throw out the cfg file as well.  That fixed my SRAM saving troubles, because I noticed after switching that nothing was working right in the settings. XD

wy_scorpio

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Re: DingooSNES v1.0
« Reply #38 on: February 25, 2012, 06:15:38 am »
1.39 is great!
but there some suggestion..
1.can sound volume adjust from 0 to 100?
2.savestate slot only have one..can add some slot?

thx :)

sorry slot is enough...

Charmuh

  • Guest
Re: DingooSNES v1.0
« Reply #39 on: March 05, 2012, 09:52:33 pm »
Any mirror links of this? I cannot download.

 

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