Author Topic: LynGOO v1.0  (Read 14963 times)

retro junkie

  • *
  • Posts: 16
    • Pocket Arcade
Re: LynGOO v1.0
« Reply #20 on: November 13, 2009, 01:18:20 pm »
I started using this emu last night. I prefer the original hardware, but it is nice to be able to play my favorite games on the dingoo. At least the dingoo is portable when compared to the Atari Lynx.  ;)

Been playing Stun Runner, Toki, Blue Lightning, Rygar, Gates of Zendocon, and Shanghai. The screen of the dingoo gives these games such color! Wow!  ;D

Got a 435,575 in Stun Runner and the girl got on my bike as we rode off the fireworks began to go off.
« Last Edit: November 13, 2009, 01:40:10 pm by retro junkie »
"Only I, retro junkie, can pilot the only prototype battleship in existence against the angry ugly brain damaged horde of aliens that are bent on destroying our part of the galaxy and annihilate earth!"

strider_mt2k

  • *
  • Posts: 218
    • Dingoo Scene-Voice of the Dingoo Revolution!
Re: LynGOO v1.0
« Reply #21 on: November 13, 2009, 01:22:50 pm »
I remember wanting one of these so badly.

Very cool to finally be able to explore this system.

THANK YOU!
Samsung Galaxy Note 2
Samsung Galaxy Tab Pro 8.4
Toshiba Excite 10 AT300
Ouya!

capt_bugaloo

  • *
  • Posts: 91
Re: LynGOO v1.0
« Reply #22 on: November 13, 2009, 03:53:31 pm »
Yep, I have tried several games and it seems to handle about 90-95% of ROMs well.
I did have it freeze on the 3rd maze in Ms. Pacman, but I reset within the emulator and it seemed fine after that.

Kalisiin

  • Guest
Re: LynGOO v1.0
« Reply #23 on: November 13, 2009, 06:32:43 pm »
OK, Spiller...here's what it is...

2nd Beta Edition of LYNGOO...plays Roadblasters without Graphical errors, but it also appears to always be at night.  BUT...it also freezes at the end of whatever track you are racing on, no matter which one you start with.

The current release of LYNGOO...does not look like nighttime, does not freeze at the end of track...but has the horrible graphical glitches.

I hope this info helps you pinpoint the problem!!

Spiller (OP)

  • *
  • Posts: 106
Re: LynGOO v1.0
« Reply #24 on: November 13, 2009, 06:45:05 pm »
Hi Kalisiin, thanks for trying. I know exactly what the trouble is now. The 2nd beta doesn't exhibit the graphical glitches because it has a hack enabled which speeds up rendering but also skips a lot of required actions for correct rendering. That's why it seems to be night. It is just not rendering the background at all. You can try this for yourself using the 3rd beta. It has a menu item 'screen hack' which can be turned on and off. With the hack on it will probably be night, with the hack off you experience the glitches.

As said I will try to fix the glitches, but the original Handy has the same problems so it's not going to be easy.

Kalisiin

  • Guest
Re: LynGOO v1.0
« Reply #25 on: November 13, 2009, 07:47:18 pm »
Hi Kalisiin, thanks for trying. I know exactly what the trouble is now. The 2nd beta doesn't exhibit the graphical glitches because it has a hack enabled which speeds up rendering but also skips a lot of required actions for correct rendering. That's why it seems to be night. It is just not rendering the background at all. You can try this for yourself using the 3rd beta. It has a menu item 'screen hack' which can be turned on and off. With the hack on it will probably be night, with the hack off you experience the glitches.

As said I will try to fix the glitches, but the original Handy has the same problems so it's not going to be easy.

Any way you could build this hack option into LYNGOO...so that, while it would be night in Roadblasters, it would at least, for now, fix the graphic errors, and the freeze-at-end-of-track error?

Chris23235

  • **
  • Posts: 603
Re: LynGOO v1.0
« Reply #26 on: November 13, 2009, 08:22:42 pm »
If you ever find the time, it would be cool to have the "real" scanlines of the Lynx. On the Lynx, there was a big space between every pixel. I think, you could achieve this effect by simply leaving every second row and every second line blank. This would greatly improve the authenticity of the emulator.

Kalisiin

  • Guest
Re: LynGOO v1.0
« Reply #27 on: November 13, 2009, 09:26:54 pm »
If you ever find the time, it would be cool to have the "real" scanlines of the Lynx. On the Lynx, there was a big space between every pixel. I think, you could achieve this effect by simply leaving every second row and every second line blank. This would greatly improve the authenticity of the emulator.

Bah.  I like it better this way.

I'm looking for good looks, not necessarily authenticity.  Sometimes, good things CAN be improved upon.

Chris23235

  • **
  • Posts: 603
Re: LynGOO v1.0
« Reply #28 on: November 13, 2009, 09:58:34 pm »
Sure, my wish was meant as an option feature, not as a standard feature. I strongly disagree with you, that this look is "better" then the original look of the Lynx. The graphics looked awesome on the original console and they were programmed to look best with this particular display.
I personally prefer a look close to the original, as an example take a look at newer versions of Stella on Windows, Linux or the Mac. They have a special filter to simulate a CRT Television Set. The results are stunning and the games look much closer to the original. On almost every system, programmers use the limitations of the given hardware to produce certain effects, those effect are sometimes lost in a straight emulation. For me the scanline look of the Lynx is such an effect, which I would like to see back in the emulation, cause it gave the games a very "arcadish" look. Most arcade monitors worked with scanlines too, cause scanlines can be used to give the impression of a higher resolution.

Kalisiin

  • Guest
Re: LynGOO v1.0
« Reply #29 on: November 14, 2009, 04:29:32 am »
Sure, my wish was meant as an option feature, not as a standard feature.

Then please specify that.
Because I like it the way it is.  You think I want great huge gaping holes in the display of what I see?

Hellblaze

  • Guest
Re: LynGOO v1.0
« Reply #30 on: November 14, 2009, 05:36:05 am »
Hellblaze: about the rotate option and TV out: Handy rotates the controls together with the screen, so you'd still need to hold the Dingoo vertically while playing on the TV out. Would that be terrible?

That would be fine.

I can deal with holding the Dingoo vertical, it's just turning my head sideways that's the problem ;)

quadomatic

  • * Former Staff
  • DingooWiki Admin
  • Posts: 72
    • Dingoonity
Re: LynGOO v1.0
« Reply #31 on: November 14, 2009, 07:09:01 am »
Sure, my wish was meant as an option feature, not as a standard feature.

Then please specify that.
Because I like it the way it is.  You think I want great huge gaping holes in the display of what I see?

Relax, no one is excluding your desire. He clearly is specifying scanlines as an optional feature, so there's no reason for you to get riled up after the fact.

Spiller (OP)

  • *
  • Posts: 106
Re: LynGOO v1.0
« Reply #32 on: November 14, 2009, 08:08:26 am »
If you ever find the time, it would be cool to have the "real" scanlines of the Lynx. On the Lynx, there was a big space between every pixel. I think, you could achieve this effect by simply leaving every second row and every second line blank. This would greatly improve the authenticity of the emulator.

I will have a look at it. It used to have this feature once in one of my early alpha's but it didn't look so nice. I guess you really need a filter instead of leaving every other scanline blank. I've put in on my TODO list to look into it, but I will be moving on to other Atari emulators soon, so that leaves less time for LynGOO improvements.

Spiller (OP)

  • *
  • Posts: 106
Re: LynGOO v1.0
« Reply #33 on: November 14, 2009, 08:13:50 am »
Hellblaze: about the rotate option and TV out: Handy rotates the controls together with the screen, so you'd still need to hold the Dingoo vertically while playing on the TV out. Would that be terrible?

I've actually just implemented the rotate option for v1.1. I was wrong about the controls though. A vertical game like Klax has its controls rotated by itself. If I rotate the controls back, you'd be able to play the game horizontally AND hold the Dingoo horizontally as well. That would be perfect, right?

ctrl_shift_esc

  • Guest
Re: LynGOO v1.0
« Reply #34 on: November 14, 2009, 08:26:27 am »
It would be so nice, Spiller, if you might add the scanlines. I kinda fetishize them as a deeply old-school feature.
Thanks in advance!

Hellblaze

  • Guest
Re: LynGOO v1.0
« Reply #35 on: November 14, 2009, 03:50:07 pm »
I've actually just implemented the rotate option for v1.1. I was wrong about the controls though. A vertical game like Klax has its controls rotated by itself. If I rotate the controls back, you'd be able to play the game horizontally AND hold the Dingoo horizontally as well. That would be perfect, right?

Yes it would :D

Spiller (OP)

  • *
  • Posts: 106
Re: LynGOO v1.0
« Reply #36 on: November 15, 2009, 09:42:57 pm »
LynGOO v1.1 can be found in the releases section.

 

Post a new topic