Author Topic: Could someone have a try porting this M.U.G.E.N clone (source included)  (Read 12146 times)

Solstice (OP)

  • Posts: 367
One of things id like to see on our dingoo's is M.U.G.E.N (fighting game engine where you can add custom characters/stages/music)
With no source available for the original engine,there are some open source clones around now

This one looks like it may work, called PainTown, it has openbor style gameplay as well as a M.U.G.E.N

" Paintown is a 2-d engine for fighting games. If you are looking for a side-scrolling, action packed game like you used to play or if you are looking for an extensible engine to write your own game, look no further. Paintown supports user created content through a mod system and user defined functionality through scripting.

Paintown also supports an implementation of M.U.G.E.N. Our goal is to be 100% compatible with M.U.G.E.N 2002.04.14 beta as well as supporting any new updates in the 1.0 version.

Paintown is completely open-source and we would love any contributions in the form of code, art, or donations. Give Paintown a try!
Features

    * Low CPU and GPU requirements
    * Network play
    * Dynamic lighting
    * Joystick support
    * mod/s3m/xm/it music modules
    * Scripting with python
    * M.U.G.E.N engine


Latest news
2/24/2010 - Released 3.3.1 to fix a few bugs

2/21/2010 - Released 3.3. First implementation of MUGEN, about 60% complete. "

<a href="https://www.youtube.com/watch?v=Imk8dR7Gsek" target="_blank">https://www.youtube.com/watch?v=Imk8dR7Gsek</a>

http://paintown.sourceforge.net/

Source - http://sourceforge.net/projects/paintown/files/paintown/3.3.1/paintown-3.3.1.tar.gz/download

Please could some one take a look into it :D :D


« Last Edit: March 14, 2010, 08:44:51 am by Solstice »
Dingoo A320 stock 1.2 + Gmenu

PSP slim 2002 Gen 5.50 D3 Prom4

Bouvrie

  • Posts: 124
Wow, this engine is spot-on!

With word around M.U.G.E.N. being rather quiet, and most 'ports' (remakes rather) not too mature, it's nice to see this one kick the quality up a notch!

Imagine the potential of the Dingoo when this is ported, as with M.U.G.E.N., there generally is no real need for other fighting games. :)

Write/save problems? Segmentation faults? Black screens? Read the Troubleshooting and FAQ guide first to fix your issues! :)
SD Card readonly/corruption issues? Chkdisk /F and steer clear from DMenu: use GMenu instead!

Solstice (OP)

  • Posts: 367
Yeah it would be awesome!

 I might send Shin-NiL a PM and see if he has any interest in this

Dingoo A320 stock 1.2 + Gmenu

PSP slim 2002 Gen 5.50 D3 Prom4

Ezequiel

  • Guest
Yeah it would be awesome!

 I might send Shin-NiL a PM and see if he has any interest in this



I would say the same thing!  :)

KillerStefan

  • Guest
Support!

kswildside

  • Guest
I agree would love to see this and OpenBor and GPSP and SNESX9 on the Native with all the fixes Science has down on the native

Shin-NiL

  • Posts: 355
    • Shin-NiL's Personal Web Page (Brazilian Portuguese)
Hello Solstice!

I took a look at the code and it uses the allegro library, so we need someone to do the port of this lib before.
Is not the first time I am unable to try to port a game because of this lack.  :'(

paintown

  • Guest
Hi, I am the creator of paintown. I am willing to help you guys port paintown to dingoo. Whats the normal graphics and sound libraries I should use instead of allegro?

My time is limited these days so I don't think a complete port could be made before June or something if not later. If you are really interested in this then it would help me out if you used my existing channels for communicating:

irc: http://webchat.freenode.net/?randomnick=1&channels=paintown
phpbb forums: http://sourceforge.net/apps/phpbb/paintown/index.php

(I found this thread by random googling)

Solstice (OP)

  • Posts: 367
Welcome paintown, really nice program you've made and thanks for showing interest here ;)

Im sure Shin-Nil would be able to give you the info you need(hes a nice guy  ;D),i would like to help if i can,but i know little,but can help testing or whatnot as ive used m.u.g.e.n quite alot

If anyone can post some info for paintown here or on his irc about graphics and sound libraries or any other useful information, that would be great





Dingoo A320 stock 1.2 + Gmenu

PSP slim 2002 Gen 5.50 D3 Prom4

wiredredneck

  • Guest
flatmush released a sdk that was recently patched to work with the newer hk dingo's so your best bet would be to compile using it http://boards.dingoonity.org/dingoo-development/platform-independant-dingoo-sdk/. not sure how to go about it myself but if you have any questions he or someone else here can help.

Shin-NiL

  • Posts: 355
    • Shin-NiL's Personal Web Page (Brazilian Portuguese)
Re: Could someone have a try porting this M.U.G.E.N clone (source included)
« Reply #10 on: March 17, 2010, 07:47:50 pm »
Hello everybody, I just talk to jonrafkind (paintown) on irc chat. He said he has plans to port paintown to SDL , this opens possibilities for a future Dingux port.

Here is the entire conversation:
Code: [Select]
[15:52] <Shin-NiL> hello jonrafkind, I'm Shin-NiL from dingoonity
[15:52] <jonrafkind> ya
[15:52] <Shin-NiL> first of all, congratulations for your great work
[15:53] <jonrafkind> thanks
[15:53] <Shin-NiL> you asked about the libraries used in dingoo dev
[15:53] <jonrafkind> i checked out the dingoo sdk, i see it has some 'sml' library
[15:54] <Shin-NiL> to native code yes
[15:54] <Shin-NiL> but we have a linux implementation too, the dingux
[15:54] <Shin-NiL> so, we use SDL there
[15:54] <jonrafkind> oh ok, sdl would be good
[15:54] <jonrafkind> im planning on trying to port paintown to sdl soon
[15:54] <Shin-NiL> great :)
[15:55] <jonrafkind> i dont see any major difficulties
[15:55] <jonrafkind> just a lot of work
[15:55] <Shin-NiL> yes, I know...
[15:55] <Shin-NiL> do you know OpenBOR?
[15:55] <jonrafkind> yea
[15:56] <Shin-NiL> it uses SDL too
[15:56] <jonrafkind> yea, they ported their stuff to many different backends
[15:56] <jonrafkind> psp, wii, dreamcast
[15:56] <jonrafkind> they did a good job in that respect
[15:56] <Shin-NiL> yes, SDL make the port easy
[15:57] <Shin-NiL> I ported the OpenBOR for Dingoo in only two weeks
[15:57] <jonrafkind> oh nice
[15:57] <jonrafkind> so what is this dingoo thing.. a piece of hardware?
[15:57] <jonrafkind> is it similar to gp2x?
[15:57] <Shin-NiL> it took a few changes to work well
[15:58] <Shin-NiL> yeas, it is similar to gp2x, but cheaper :P
[15:58] <jonrafkind> nice.. yea the gp2x is kind of expensive
[15:58] <Shin-NiL> here in Brazil is very popular
[15:58] <jonrafkind> i should buy one of these things someday
[15:58] <jonrafkind> can you get some volunteers to donate one to me??? :)
[15:58] <Shin-NiL> it was about U$80,00 in dealextreme
[15:59] <Shin-NiL> maybe :P
[15:59] <jonrafkind> well $80 isnt that much anyway
[15:59] <Shin-NiL> I can ask for the people in brazilian community
[16:00] <Shin-NiL> do paintown supports 320X240 resolution?
[16:00] <jonrafkind> yea, actually the game itself runs at 320x240 and I scale it up for the desktop
[16:00] <jonrafkind> but I can leave it unscaled at 320x240
[16:01] <Shin-NiL> it's good
[16:01] <jonrafkind> the menu system is hard coded to run at 640x480, ill have to do some work there to fix it up
[16:02] <Shin-NiL> the dingoo processor runs at 300Mhz without oveclock, do you think its possible run paintown?
[16:02] <jonrafkind> fwiw, I got paintown to run on the nokia n500 at one point
[16:02] <Shin-NiL> *overclock
[16:02] <jonrafkind> I think 300mhz should be enough
[16:02] <jonrafkind> I can try to optimize various things if not
[16:02] <jonrafkind> one issue is memory.. how much does dingoo have?
[16:02] <jonrafkind> paintown tends to use a lot of memory
[16:02] <Shin-NiL> total 32MB
[16:03] <jonrafkind> ouch.. thats quite low
[16:03] <Shin-NiL> but using Dingux, it decreases to half
[16:03] <Shin-NiL> :(
[16:03] <jonrafkind> 16mb of ram??
[16:03] <Shin-NiL> yes...
[16:04] <Shin-NiL> its a problem even using some emulators
[16:04] <jonrafkind> why is ram so low? I mean even 128mb should be fairly cheap
[16:04] <Shin-NiL> I agree
[16:05] <Shin-NiL> which the estimated consumption of RAM?
[16:06] <jonrafkind> on my desktop it uses ~100mb
[16:07] <Shin-NiL> it's a real problem...
[16:09] <jonrafkind> does the dingoo have a hard drive?
[16:09] <jonrafkind> I can save bitmaps there and load them later
[16:09] <jonrafkind> I mean like temporary storage space
[16:09] <Shin-NiL> it have a SD slot
[16:10] <Shin-NiL> in fact, dingux is installed on it
[16:10] <jonrafkind> does openbor run well on dingux?
[16:11] <Shin-NiL> Yes, in most cases. Just a few mods that use more memory does not
[16:13] <jonrafkind> well lets see, I need one buffer for the screen (320x240x16) = 1.2mb
[16:13] <jonrafkind> then each character sprite is like 100x100x16=0.15mb
[16:14] <juviwork> the menu 640x480?
[16:14] <jonrafkind> each character has about 30-40 sprites, lets say 40 = 6mb
[16:14] <juviwork> hmm I haven't really noticed, I guess I can fix that
[16:14] <jonrafkind> some characters have alternate  palettes, which copies all the sprites
[16:14] <juviwork> with my updates
[16:14] <jonrafkind> the menu should really use a relative coordinate system
[16:14] <jonrafkind> so it can run in any resolution
[16:15] <jonrafkind> well anyway, at least mugen mode should run ok in 16mb
[16:16] <juviwork> right, I guess then I'll add that to the menu
[16:16] <jonrafkind> maybe you could use the opengl style system?
[16:16] <jonrafkind> -1 is far left, 1 is far right, 0 is middle
[16:16] <Shin-NiL> one more detail: dingux SDL runs better in 16bpp
[16:16] <jonrafkind> paintown is written for 16bpp
[16:17] <jonrafkind> so thats good
[16:17] <Shin-NiL> :)
[16:17] <jonrafkind> all the graphics are in 16bpp
[16:21] <juviwork> so what do you mean -1 1 0
[16:21] <juviwork> that's what we do with fonts :P
[16:21] <juviwork> in mugen
[16:21] <jonrafkind> ??????????????????????
[16:21] <jonrafkind> what does that have to do withi fonts?
[16:21] <juviwork> nothing
[16:21] <juviwork> I have no idea what you mean left right middle
[16:21] <juviwork> corresponding to coordinates
[16:24] <Shin-NiL> mugen  mode is the most desired by the dingoo community :P
[16:24] <jonrafkind> -1 is the left part of the screen, 1 is the right part
[16:24] <jonrafkind> like -1 would convert to 0
[16:25] <jonrafkind> and 1 would convert to 640
[16:25] <jonrafkind> same for the y direction, -1 is 0, 1 is 480
[16:25] <jonrafkind> and 0 is 320/240
[16:25] <jonrafkind> so -0.5 is like 160
[16:25] <jonrafkind> and 0.5 is 480
[16:25] <jonrafkind> in the x direction
[16:30] <jonrafkind> juviwork, right?
[16:30] <juviwork> oh ok yeah
[16:30] <juviwork> that makes sense
[16:30] <juviwork> I see I thought you were meaning something else
[16:30] <jonrafkind> ok
[16:30] <juviwork> that shouldn't be too tough
[16:30] <jonrafkind> so fonts should automatically scale and all that stuff
[16:30] <juviwork> right
[16:31] <juviwork> let me add that to the trac
[16:31] <jonrafkind> I guess we can give people the ability to specify absolute coordinates relative to 640x480, and internally convert them to our own coordinate space
[16:31] <jonrafkind> maybe we can start with that actually
[16:31] <juviwork> what now?
[16:31] <juviwork> right
[16:31] <jonrafkind> so you can either use the relative space or absolute in 640x480
[16:31] <juviwork> but it should scale
[16:31] <juviwork> between the resolutions
[16:32] <juviwork> so yes
[16:32] <jonrafkind> right, once you are in the relative space all the scaling would just work out
[16:34] <Shin-NiL> hey guys, I have to go now. Do you think the port is feasible, at least at first?
[16:34] <jonrafkind> porting to sdl shouldnt be too bad
[16:35] <jonrafkind> maybe ill work on it next week (spring break for me)
[16:35] <Shin-NiL> not rush :P
[16:36] <juviwork> we're always here in any event
[16:36] <Shin-NiL> thank you
[16:37] <Shin-NiL> Can I post our conversation in the dingoonity forum?
[16:37] <jonrafkind> yea sure
[16:37] <Shin-NiL> thanks for the promptness, and keep your great work
[16:38] <Shin-NiL> see ya!
[16:38] <juviwork> laters

Solstice (OP)

  • Posts: 367
Re: Could someone have a try porting this M.U.G.E.N clone (source included)
« Reply #11 on: March 18, 2010, 02:09:32 am »
Thanks for that Shin-Nil , very very good news!!
Dingoo A320 stock 1.2 + Gmenu

PSP slim 2002 Gen 5.50 D3 Prom4

Kronus

  • * Former Staff
  • Posts: 160
Re: Could someone have a try porting this M.U.G.E.N clone (source included)
« Reply #12 on: March 19, 2010, 01:03:48 pm »
Wow, first OpenBOR now this?!

Now we have a lot of Dingoo action! I'm anticipating for a release/port soon.  :)
"I'm happy to serve the Dingoo Community!"

Somelgaster

  • Posts: 21
Re: Could someone have a try porting this M.U.G.E.N clone (source included)
« Reply #13 on: April 02, 2010, 11:35:44 am »
I can?t wait.
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Tener a mano todos los juegos preferidos de mi infancia para jugar cuando quiera, no tiene precio

SiENcE

  • Posts: 653
    • Crank Gaming (Dingux Apps)
Re: Could someone have a try porting this M.U.G.E.N clone (source included)
« Reply #14 on: April 02, 2010, 04:39:31 pm »
I agree would love to see this and OpenBor and GPSP and SNESX9 on the Native with all the fixes Science has down on the native

Snes9x with Flatmush's SDK is possible too. Currently i got Flatmush's Toolchain to compile for Linux and Nativ (with F-SDK). Next step is cross-compiling.

Reo

  • Guest
Re: Could someone have a try porting this M.U.G.E.N clone (source included)
« Reply #15 on: April 04, 2010, 01:10:08 am »
I agree would love to see this and OpenBor and GPSP and SNESX9 on the Native with all the fixes Science has down on the native

Snes9x with Flatmush's SDK is possible too. Currently i got Flatmush's Toolchain to compile for Linux and Nativ (with F-SDK). Next step is cross-compiling.
So you're saying that you could maintain two ports for both Dingux and Native with ease? That sounds wonderful.

Mateogodlike

  • Guest
Re: Could someone have a try porting this M.U.G.E.N clone (source included)
« Reply #16 on: April 04, 2010, 03:58:53 am »
i dont think you could port this to native.. but dingux is a possiblity.. Id love to see this.

paintown

  • Guest
I started the SDL port for paintown. Does anyone want to try to compile it for the dingoo?

I downloaded the dingoo sdk as well but I have to compile sdl for it and all that stuff.

To compile paintown for SDL just do this:
With scons:
$ export SDL=1
$ make

Or with cmake
$ ccmake
# set USE_SDL to 1
$ make

So far only the logo screen will show up. input and sound is not working yet.

zear

  • * Moderator
  • Posts: 2381
I started the SDL port for paintown. Does anyone want to try to compile it for the dingoo?

I downloaded the dingoo sdk as well but I have to compile sdl for it and all that stuff.
Sdl and other important libs should be included in the dingux toolchain.
No need to compile them from scratch.
Quote
To compile paintown for SDL just do this:
With scons:
$ export SDL=1
$ make

Or with cmake
$ ccmake
# set USE_SDL to 1
$ make

So far only the logo screen will show up. input and sound is not working yet.
Oh it's not that easy to crosscompile with cmake.
First you have to create a file with additional config, let's call it "a320.cmake":
Code: [Select]
# this one is important
SET(CMAKE_SYSTEM_NAME Linux)
#this one not so much
SET(CMAKE_SYSTEM_VERSION 1)

# specify the cross compiler
SET(CMAKE_C_COMPILER   /opt/mipsel-linux-uclibc/usr/bin/mipsel-linux-gcc)
SET(CMAKE_CXX_COMPILER /opt/mipsel-linux-uclibc/usr/bin/mipsel-linux-g++)

# where is the target environment
SET(CMAKE_FIND_ROOT_PATH  /opt/mipsel-linux-uclibc)

# search for programs in the build host directories
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
# for libraries and headers in the target directories
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
Then you have to launch cmake with the following parameters:
Code: [Select]
cmake -DCMAKE_TOOLCHAIN_FILE=a320.cmake .

As for scons, it also might not be that straightforward..
« Last Edit: May 04, 2010, 07:05:11 pm by zear »

Shin-NiL

  • Posts: 355
    • Shin-NiL's Personal Web Page (Brazilian Portuguese)
Hello paintown,

I only see your post today :'(

Any luck compiling for Dingux? If you want I can try do that. I just downloaded the code for version 3.3.1 and does not seems to have support for SDL.

Thanks.

 

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