Author Topic: Virtual VMU emu OpenDingux  (Read 3751 times)

danilop2k2 (OP)

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Virtual VMU emu OpenDingux
« on: November 10, 2012, 06:58:51 pm »



http://www.putlocker.com/file/749A027327978715

works fine needs centering,

please

@Coccijoe give us the source, the one you published was on megaupload  :'(

Coccijoe

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Re: Virtual VMU emu OpenDingux
« Reply #1 on: November 10, 2012, 08:35:55 pm »
I don't have the code source anymore, and you have to know that this emulator for dingux or for OD never work correctly (try an other game than pacman and you'll see what i mean).

Btw i just compiled it for opendingux with minor change nothing more, you should try to find the dingux SRC (maybe ask to the author here http://boards.dingoonity.org/dingux-releases/vmudingoo-0-1-sega-visual-memory-emulator-for-dingux/)

Alien Grey

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Re: Virtual VMU emu OpenDingux
« Reply #2 on: November 11, 2012, 09:05:43 am »
A copy of the source code still exists. It can be found with the binary here: http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,298
Dingoo A-380 CFW V2.11.09 "RetroDD" - 2 x SanDisk SDHC 32GB Class 10 MicroSD Inside - 2 x Dingoo F-16 Wireless Game Controller

Coccijoe

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Re: Virtual VMU emu OpenDingux
« Reply #3 on: November 11, 2012, 09:12:08 am »
Oh, yes, it was me  ;D i totally forgot that i uptated this archive with both source code and binary. Thanks AlienGrey

danilop2k2 (OP)

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Re: Virtual VMU emu OpenDingux
« Reply #4 on: November 11, 2012, 10:57:05 am »
Can it be centered Alien?

Alien Grey

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Re: Virtual VMU emu OpenDingux
« Reply #5 on: November 11, 2012, 01:32:43 pm »
Here's a version for the Dingoo A-380/A-320e.

It's based on the OpenDingux port from Coccijoe. It's recompiled with the SDLWrapper and the OpenDingux toolchain.


Download: http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,637
« Last Edit: November 22, 2012, 04:07:03 pm by Alien Grey »
Dingoo A-380 CFW V2.11.09 "RetroDD" - 2 x SanDisk SDHC 32GB Class 10 MicroSD Inside - 2 x Dingoo F-16 Wireless Game Controller

danilop2k2 (OP)

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Re: Virtual VMU emu OpenDingux
« Reply #6 on: November 11, 2012, 02:04:37 pm »
Nice alien, great work as alaways!

Santo

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Re: Virtual VMU emu OpenDingux
« Reply #7 on: November 11, 2012, 05:07:47 pm »
wow!!, one more.. thanks Alien...

what about game compatibility?

Alien Grey

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Re: Virtual VMU emu OpenDingux
« Reply #8 on: November 11, 2012, 06:56:12 pm »
You need .vms ROMs.

All games run to fast.  :(
Dingoo A-380 CFW V2.11.09 "RetroDD" - 2 x SanDisk SDHC 32GB Class 10 MicroSD Inside - 2 x Dingoo F-16 Wireless Game Controller

Coccijoe

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Re: Virtual VMU emu OpenDingux
« Reply #9 on: November 11, 2012, 07:11:52 pm »
Yeah, that what i mean when i told "this emulator never worked correctly"  ??? thats a pity

danilop2k2 (OP)

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Re: Virtual VMU emu OpenDingux
« Reply #10 on: November 12, 2012, 01:20:16 am »

Santo

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Re: Virtual VMU emu OpenDingux
« Reply #11 on: November 12, 2012, 05:02:50 am »
thanks danilop..

there is no cpu clock limit.. tries to run as fast as it can :D

Santo

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Re: Virtual VMU emu OpenDingux
« Reply #12 on: November 12, 2012, 05:37:26 am »
@Coccijoe, i think you made some changes in main.c... used comment symbols to skip CPU frequency code... is there any issue with that code?

danilop2k2 (OP)

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Re: Virtual VMU emu OpenDingux
« Reply #13 on: November 12, 2012, 08:02:59 am »

Santo

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Re: Virtual VMU emu OpenDingux
« Reply #14 on: November 12, 2012, 11:08:40 am »
soulcalibur.vms plays better.. packman is playable.. but most of the games runs toooooo fast..  bounce, paper game, tetris...
« Last Edit: November 12, 2012, 11:12:13 am by Santo »

Coccijoe

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Re: Virtual VMU emu OpenDingux
« Reply #15 on: November 12, 2012, 11:19:29 am »
@santo nope that don't change anything, the dingux version run in the same way, too fast in most of the games. I skip the frequency code to make it comptatible with OpenDigux (it's not supported by OD)

Santo

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Re: Virtual VMU emu OpenDingux
« Reply #16 on: November 12, 2012, 11:52:21 am »
@santo nope that don't change anything, the dingux version run in the same way, too fast in most of the games. I skip the frequency code to make it comptatible with OpenDigux (it's not supported by OD)
PC version working just fine..
may be something happened when it ported to Dingux..
« Last Edit: November 12, 2012, 11:58:55 am by Santo »

 

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