i Everybody!
I've been playing around with the source for Abuse for a few hours and after sorting out a few of the bugs I've managed to compile it so its semi-playable on the Dingoo.
At the moment, it doesn't have sound and the I have been able to correctly figure out how to map the mouse controls to buttons yet but it seems to run really well with good speed. The controls have been mapped to use the A B X Y buttons as the mouse (but not really well so far), R to shoot, L for power-ups and Start to change weapon. You'll have to run the program twice initially to get it to work, as the first time it'll set up a configuration file then next time it'll run.
The main problem with the controls is that the mouse cursor doesn't keep moving, you have to keep hitting tapping the buttons to make it continue to move. I've been trying to fix it for a couple hours now but with my limited knowledge I just haven't been able to figure it out. It's probably something simple to fix, if you want to have a crack at it, the file I've been working on is /src/sdlport/events.cpp
Also, I don't know whether its just my SD card getting messed up or something else but it doesn't seem to exit cleanly and doesn't give access back to dmenu, but theres been no problems while the game is running.
Cheers!
Dan
Compiled WIP
http://web.aanet.com.au/dth/abuse-dingoo-wip.zip
You'll also need these data files
, unpack them into a directory called data in your abuse folder.
Data Files:
http://abuse.zoy.org/raw/Downloads/a...ta-2.00.tar.gz
Source:
http://web.aanet.com.au/dth/abuse-dingoo-src.zip
I configured this with:
NM=mipsel-linux-nm LD=mipsel-linux-ld CC=mipsel-linux-gcc CXX=mipsel-linux-g++ RANLIB=mipsel-linux-ranlib AR=mipsel-linux-ar CPPFLAGS=-I/opt/mipsel-linux-uclibc/usr/include LDFLAGS=-L/opt/mipsel-linux-uclibc/usr/lib ./configure --host=mipsel-linux --target=mipsel-linux --with-sdl-prefix=/opt/mipsel-linux-uclibc/usr --enable-static --prefix=/opt/mipsel-linux-uclibc/abuse
maybe it doesn't work in quotes?EDIT: Apparently it does...
and that "Carmageddon" racing game.How do you want to get that ported without the source code?
maybe that's kinda dumb... but maybe a GBA emulator for dingux
maybe that's kinda dumb... but maybe a GBA emulator for dingux
would like to see a gba emu for dingux too! maybe with zip support? ;)
maybe that's kinda dumb... but maybe a GBA emulator for dingux
I just found that Zdoom was ported to the gp2x (http://www.gp32x.com/board/index.php?/topic/43081-2xzdoom-v220-doom-engine/), and the ZDoom wiki (http://zdoom.org/wiki/Compile_ZDoom_on_Linux) mentions how to compile ZDoom on Linux.You can join discussion on CongoZombie's thred about his port CZDoom - he maybe will try to port ZDoom to Dingoo
Considering the 2xzdoom port is pretty much functional already (using sdl for sound as well), would it be hard to port this to the Dingoo? It'd be great if ZDoom's advanced features were supported on the Dingoo, as well as having Strife to play. :)
I'd love an option to create customized playlists, be it on Dingux or the native firmware. I know the Dingux music player (the one in Toddler's pack) sort of does it, but it is really tricky IMO, and does not access the music on the Dingoo internal memory.
It would also solve the problem of the bunch of WAV files that start showing off on the automatic playlists after you put Dingux on the miniSD slot, since you could create a list that excludes them...
I believe it must be possible, since I had a really crappy "MP5 Player" before I got the Dingoo, and even that could do it... If I knew something about programming, that's what I'd try to do, but since I'm clueless about it... :( Is there anybody working on it? ???
Any chance someone could kindly port OPENBOR to dingux i really think this would make an amzing dingoo game as it has loads of mods including Mortal Komate UltimateOpenbor for Dingoo... ;)this would be wonderful! Double Dragon SNK, mod made by me! emulate the Dingoo would be really cool! www.lavalit.com several mods for those who want to check!
http://sourceforge.net/projects/openbor/
if that helps looks like it could work on dingux
I plan to use my dingoo for a bit of music/audio books so a playlist compatible program would be pretty slick.
Any (ports of...?) music making apps (synthesizers/trackers/ROMplers - there are a lot of free apps for Linux) are welcome :)
Yes, I know about free GBC/GBA synths/trackers (I do use them, also on Dingoo) - I just dream about more of them (and USB-Midi communication with Dingoo :D).
I would love to see a port of cavestory on dingoo.There's one for wiz allready so why not dingoo too?
I would love to see a port of cavestory on dingoo.There's one for wiz allready so why not dingoo too?
I don't believe it's actually been ported to the Wiz. Cave Story's source code is closed. Simon Parzer is the only one authorized to have the linux source code, so he'd have to be the one to port it.
I tested in my dingoo the GBA Organizer, its running is good, but no is playable because no save files e dont accepted save states
Developpers my suggestion:
(create a similar software for dingoo, using the based in dingoowrite)
https://www.youtube.com/watch?v=kwvwehSPVfk
I I tested in my dingoo the GBA Organizer, its runni..
3rd'ed i vote for this too
I would love to see a port of cavestory on dingoo.There's one for wiz allready so why not dingoo too?
No, the source code isn't freely availible.I would love to see a port of cavestory on dingoo.There's one for wiz allready so why not dingoo too?
I second this motion.
There's already a linux port, so it shouldn't be too hard to port it to the dingux. (probably, what the hell do I know)
If there's anyone out there that can make this happen, I would love you forever.
i know nothing about programming but is 3do a possability or a no chance
This is just me throwing an idea against the wall, but is it possible to create an application that let's us use the dingoo as controller on the PC connected through the USB cable?
Any chance someone could kindly port OPENBOR to dingux i really think this would make an amzing dingoo game as it has loads of mods including Mortal Komate Ultimate
http://sourceforge.net/projects/openbor/
if that helps looks like it could work on dingux
We need a Jill of the Jungle Port!
http://en.wikipedia.org/wiki/Jill_of_the_Jungle
A port of BurgerSpace on Dingux would be great!
BurgerSpace for Linux computers, is a clone/port of the hit 80's BurgerTime video game by Data East.
Linux Binaries and source will be all found here:
http://perso.b2b2c.ca/sarrazip/dev/burgerspace.html
Magic is a very strategic and deep game. Think of it as chess but with thousands of different playing pieces.
Yes, some cards are similar to one another. Many seem useless while a select few appear overpowered. This is part of the games design and dynamic. Half of the strategy and fun is to build a winning deck. It is luck of the draw as you carefully select the compilation of cards from a pool of randomly drawn cards from boosters. Specific cards are generated depending on it's rarity. It is then up to you to work them into your deck.
God, I hope a port of this game makes it to our beloved handhelds :P
I think I'm not the first to request this, but DosBox would refresh the dingoo experience dramatically. There's no dos game dingoo can't cope with, I think.
I think I'm not the first to request this, but DosBox would refresh the dingoo experience dramatically. There's no dos game dingoo can't cope with, I think.
I think I'm not the first to request this, but DosBox would refresh the dingoo experience dramatically. There's no dos game dingoo can't cope with, I think.
The dos games are not very demanding. But the dosbox emulator is
http://www.dosbox.com/wiki/System_Requirements
2 minutes of googling brought me a lunux-only DosBox alternative. dunno if it is worthy at all, but... http://en.wikipedia.org/wiki/DOSEMUx86 only unfortunately :D
Someone noticed that there is no Tetris Port for dingux? ;Dme and zear have discussed it, it's on my 'games to write' list, but it's just a weekend of slogging at it, so i'm not doing it yet ;D
Any chance yet on a text editor w/ full (virtual) qwerty keyboard?
I'd love to be able to play "Brutal Sports Football" on my Dingoo:
I'm pretty sure we all have experienced that problem with dingux when the mini SD fails and we're forced to format it and henceforth losing all of our save files in it.I was always able to copy them from the corrupt filesystem and put them back to the new formated again.
I was always able to copy them from the corrupt filesystem and put them back to the new formated again.
Line Rider is so cool. I would love to play it on dingoo. Line Rider or some clone. These tool games are amazing.There is a j2me port of this game. Haven't tested it yet, but it should work on dingux using the j2me emulator.
One problem, it is not open source I think.
Yeahh Star Wars:X-Wing and Star Wars - Dark Forces I would like to see that on Dingoo ;D
the first rule of a port request is it requires the sourcecode
the second rule of a port request is that it requires sourcecode!
Gonna sound like a noob, but how do you get the source code for a game? I got a few old C&C games lying around, I'd love those on the Dingoo... :Dif the source hasn't been released, you don't, simple as that
Are there any Geometry Wars type arena shooters? I'd love to see something in that vein.I started one a few weeks ago, but I have too few free time to advance it as fast as I would like to.
DosBox would be great.Get rid off that idea, dosbox cant be handled by such a low powered device.
I think someone has mentioned it before, but I think a PDF reader would be awesome if possible.
http://boards.dingoonity.org/dingux-releases/first-signs-of-a-dos-box-port/msg10532/?boardseen#new (http://boards.dingoonity.org/dingux-releases/first-signs-of-a-dos-box-port/msg10532/?boardseen#new)DosBox would be great.Get rid off that idea, dosbox cant be handled by such a low powered device.
Turbo GrafxIf you mean Turbo-Grafx 16, also known as PCEngine, there are two emulators for Dingux (uPCE, Hugo), one for native firmware (DOOEngine). :D
hedgewars would be awesome!!!
->PIE for Dingux
If i finished the new release of Snes9x4dingux i do this for you.
My Idea is, to bring all Emulators to the same level. That they are working by starting with a romname and to enable the ingame emulator menu with the same buttons. I hate like it's now, that every Emulator works different.
Someone should port Kingpin: Life of Crime if possible because look how awesome this is and yes it's for Linux :)
could command & conquer ever run on the dingoo?the psx version of red alert runs, just about
Bloxorz!flash game, would need a complete rewrite :P
My suggestion: Grafx2. It's an open source clone of Amiga Deluxe paint!
Also it's already ported to GP2X!!
(http://img717.imageshack.us/img717/4084/sshotsvn1398.png)
http://code.google.com/p/grafx2/
This would make a great addition to the Dingoo :)
Was just gonna post about this.My suggestion: Grafx2. It's an open source clone of Amiga Deluxe paint!
Also it's already ported to GP2X!!
(http://img717.imageshack.us/img717/4084/sshotsvn1398.png)
http://code.google.com/p/grafx2/
This would make a great addition to the Dingoo :)
I'd like to see this one as well! :o ;D
Why? You have no mouse. You want to use the D-Pad to draw on Dingoo? Holy crap. You must have time.No mouse on the GP2X either, yet they released it for the GP2X ;)
You can control grafx2 entirely with keyboard. I just need to sort out the Makefile (X11 dependencies) and it should compile fine.oooh sweet!
You can control grafx2 entirely with keyboard. I just need to sort out the Makefile (X11 dependencies) and it should compile fine.oooh sweet!
Yeah I looked through that list along with the downloads. Couldn't find source code for a single one of them.
http://koti.mbnet.fi/hinkka/Download.html Source code quake 1, 2, 3 symbian phones. ¿is posibble port this?
found in other threadWe already have Quakux (http://www.dcemu.co.uk/vbulletin/showthread.php?t=235207) :Dhttp://koti.mbnet.fi/hinkka/Download.html Source code quake 1, 2, 3 symbian phones. ?is posibble port this?
found in other threadWe already have Quakux (http://www.dcemu.co.uk/vbulletin/showthread.php?t=235207) :Dhttp://koti.mbnet.fi/hinkka/Download.html Source code quake 1, 2, 3 symbian phones. ?is posibble port this?
I doubt it'll run any good on Dingux when Quakux already have major FPS issues =/found in other threadWe already have Quakux (http://www.dcemu.co.uk/vbulletin/showthread.php?t=235207) :Dhttp://koti.mbnet.fi/hinkka/Download.html Source code quake 1, 2, 3 symbian phones. ?is posibble port this?
I know there has to be people here who also like Quake 2! ;D
Why? You have no mouse. You want to use the D-Pad to draw on Dingoo? Holy crap. You must have time.No mouse on the GP2X either, yet they released it for the GP2X ;)
Is a Command & Conquer port possible? the dingoo should be able to run itMaybe it'll run on DOSBox? IIRC, the first C&C doesn't require Windows.
As for hexen2, it runs on dingux with ~5fps, totally unplayable. Still, if people really want it, i can upload the binary somewhere.
Fheroes2 needs a mouse to navigate, plus the 320x240 gui is far from being usable (no battle screen, for example).
OpenLieroX is a completely different game than OpenLiero. OpenLiero is a reverse-engineered clone of the original Liero, while OpenLieroX is a game that looks like liero, but aims at multiplayer gameplay and has support for more than 2 players at once.
I didn't know that OpenLieroX can run on resolutions smaller than 640x480, I'll give it a try, but I have a feeling it requires quite a powerful cpu to run.
But anyway, thanks for the link, there are some games here I never heard before :)
How about XCom?
http://openxcom.ninex.info/ here is the source of the OpenXCom project.
BTW, it uses SDL, so porting will be easier, I think.
Thanks.
http://kotaku.com/5647371/mega-man-8+bit-deathmatch-has-more-than-50-weaponsThat is based on Skulltag which isn't neither portable nor opensource.
looks like something that could be interesting for many users :D
im from brazil,and my english is not good.There is a j2me port of freerider which dingux emulates perfectly.
so,do u know the flash game named "Freerider", so,the dingoo emulates swf,but cant draw the line to play the game because dont have a virtual mouse,someone can create or adapt to use a mouse on this game?
and someone can find to me a video or tutorial to i study "C language" to i try create something? if someone find it,i will study much to can create something.It's not a video tutorial, but this course is good: http://www.eskimo.com/~scs/cclass/
thanks.
where i can find that freerider port?It is called "Gravity Defied". It isn't *exactly* a Freerider port, but it has a quite similar gameplay. Additionally there's the "Linerider" j2me game which also looks similar, but instead of a bike you're riding sledge.
i don't find in google.
Hexen II would be AWESOME, uses quake engine i believe , theres a port on PSP , i havnt tryed it yet,rather it on dingoo :DHexen II on the Dingoo is very, very slow. About 2-4fps. That's why I never released it.
thanks for info, shame, how about Blood http://en.wikipedia.org/wiki/Blood_%28video_game%29 (http://en.wikipedia.org/wiki/Blood_%28video_game%29) it uses build engine like dukeHexen II would be AWESOME, uses quake engine i believe , theres a port on PSP , i havnt tryed it yet,rather it on dingoo :DHexen II on the Dingoo is very, very slow. About 2-4fps. That's why I never released it.
hello zear,
I see on youtube your new eduke port, you think release this in 2010 ?
Thanks
Laurent
Freeciv requires at least 50MB of RAM. I sort of ported it, but even with SWAP it was very slow and unstable.
An ancient version of Wesnoth should be portable. The newer - most likely not.
As for the nethack, I have nethack-newt - the sdl gui - on my list to port :)
Which reminds me, need to test Civ 1 and Colonization on Dosbox. Should work
I came with an idea how to make a smooth upscaller that would be faster than a regular bilinear one
I came with an idea how to make a smooth upscaller that would be faster than a regular bilinear one. While it wouldn't be as pretty as a bilinear or bicubic one it would still be better than nearest neighbour.
For example :
The Dingoo has 320x240 display
A GBA has 240x160 display
The idea is to interpolate the missing columns and rows, rather than interpolating all visible pixels. For the GBA that would be 80 columns and 80 rows, which means that for every 3 columns of the original image there would be one added and similarly for every 2 rows of original image there would be one added. If someone would implement such upscaler in his\hers emulator an option to change phase shift for the interpolated lines would be useful.
I made a quick and dirty Matlab script to visualize the upscaling method I mentioned above. Here are some results :
P.S.2 I wonder which upscaling algorithm do the native emulators use.
They do look pretty, what is the performance like? If you can get these to run quickly that would be awesome!
I did benchmark mine, back in the day, using a custom C program made just for that.
Upscale of 600 frames with gPSP's scaler (nearest neighbour) took ~900ms, while it did take ~960ms with mine.
Kitten Cannon (http://www.burststudio.com/kitten.html) would be nice. ;)Dingoo can't run flash games.
Dingoo can't run flash games.
I'd like to see a Watara Supervision emulator. It's a handheld device like the gameboy, but featuring a somewhat bigger screen.Bumping this request a bit here, if the sourcecode that's around can be ported easily, perhaps it'll work. :)
There appears to be an emulator for Windows (and Dreamcast), called Potator. It (and the SDL-based open source code) are available from Sourceforge (http://sourceforge.net/projects/potator/files/). A GP2x build is there too! :D
I tried the emulator on Windows with my favorite game (Juggler), but both the graphics seem messed up and the gameplay isn't like I remember. Perhaps this is due to my ROM, but if not I guess the emulator code isn't 100% yet.
What about Virtual Jaguar for Dingux?IIRC the Jaguar had THREE complete CPUs, a 68K and two custom jobs(Tom + Jerry)... I don't think that ANY amount of optimization would get it even close to useable on the Dingoo, after all look at the SNES problems with games that use addon chips.
A Caanoo porting was made 10 days ago. Yes, i know, it runs really slow but it is a very unoptimized version. If Dingoo can run Jaguar emulation at reasonable speed it would be really cool!
Virtual Jaguar home page: http://icculus.org/virtualjaguar/
Virtual Jaguar Caanoo source code: http://www.megaupload.com/?d=HWI77CWH
Games made using Fixel...It's a library for flash. Adobe Flash is a closed source project and it's impossible to port it.
http://forums.flixel.org/index.php/board,4.0.html
Hey, Fixel is an interesting framework itself.
Games made using Fixel...It's a library for flash. Adobe Flash is a closed source project and it's impossible to port it.
http://forums.flixel.org/index.php/board,4.0.html
Hey, Fixel is an interesting framework itself.
The source code is available, so it's definitely doable. But one would have to actually do it :)As I said the copy protection itself is not the problem, the problem is the missing Dingoo keyboard for entering any :(
I remember the author of the glfrontier left the copy protection deliberately, so people still have to use game data from original copies. That said, one could probably entirely remove the code responsible for this, but that could be seen as "immoral" by the frontier communities ;)
I don't know how many here like games that improve memory or things like that, but I think it would be cool to have Brain Workshop ported to Dingux.
Brain Workshop
http://brainworkshop.sourceforge.net/
About:
"Brain Workshop implements dual n-back task, and enables you to improve your working memory and fluid intelligence. The dual n-back task involves remembering a sequence of spoken letters and a sequence of positions of a square at the same time, and identifying when a letter or position matches the one that appeared n trials earlier. Brain Workshop can closely replicate the conditions of the original study. In addition, it also includes optional extended game modes such as Triple N-Back and Arithmetic N-Back. It also includes features such as statistics tracking, graphs and easy configurability..."
Source Code: http://brainworkshop.sourceforge.net/osx-linux.html
or
Direct link: http://brainworkshop.sourceforge.net/download-source.html
I tried porting Milkytracker before, but the interface isn't very usable without mouse\touchscreen (it didn't work too well with the virtual mouse too well either). There was also some keys related build flag, maybe milkytracker would be more usable with that turned off (I haven tried that myself).
I have some ideas for a tracker software for Dingoo, but I would need to figure out how to write my own mixer for SDL first (or try to write it for OD).
Cool. That sounds great. Thanks. I can't wait.
Yep. It's hard to do without touchscreen although not impossible as the gba app shows us. Dunno, I only thought that having a musical tool/toy for Dingoo might be nice.
Can those be ported to the Dingux?I was trying to port Bermuda Syndrome, but 320x240 isn't enough resolution for the texts. It's unplayable, font size needs to be changed and it looks like too much work, I'm not even sure if that's possible.
1) FreeSynd: main website here with link to sourcecode: http://freesynd.sourceforge.net/dl.php
2) FreeCnC: link to sourcecode: http://freecnc.org/downloads/
3) Bermuda Syndrome: link to sourcecode: http://cyxdown.free.fr/bs/
I made it run (FreeCNC), but there's no point on porting it, the enemies don't have AI, they just stand there so you can kill them. It's not a real "game" in this state of development and for what I've read, noone is working on it since 2004.
I just found this: OpenRedAlert http://sourceforge.net/projects/openredalert/files/latest/download?source=filesI tried that, it's much more advanced than FreeCNC (and OpenRA) but it's still missing some important things. Enemies attack you, but not every enemy that should, they only attack you if you go near them, and you hear "reenforcements have arrived" but no new units show up, and a lot of levels need those new units.
This should be fully playable.
Hello I started tinkering with it, and I have a compiled.I made it run (FreeCNC), but there's no point on porting it, the enemies don't have AI, they just stand there so you can kill them. It's not a real "game" in this state of development and for what I've read, noone is working on it since 2004.
I just found this: OpenRedAlert http://sourceforge.net/projects/openredalert/files/latest/download?source=files
This should be fully playable.
Moreover i would like to know if CD audio tracks support can be added to Dingux Hugo (http://zx81.zx81.free.fr/public/dingux/dingux-hugo/dingux-hugo-v1.1.2-src.zip). The original author made a PSP version compatible with audio tracks in Mp3 format: http://zx81.zx81.free.fr/public/psp/psphugo/psphugo-v1.3.0-src.zip. I have linked sources of both Dingux and PSP Hugo, please Diego can you try to make audio tracks working on Dingux Hugo?
Just dropping this here http://db.tigsource.com/developers/ikiki so you can taste the sweet delight of simple really goody games, and maybe the desire to learn Japanese and ask the author of the games to give you the source ;3These games are made with "Multimedia Fusion" which is a game maker thingie. Not portable.
Try Nikkujin FTW.
What do you think about DoomRL with graphics? ;DI think you'll have to wait some time, in the downloads section there's no source and it says "Listed below are the most recent DoomRL binary downloads. As for the source, it may eventually be available, but no sooner than before DoomRL 1.0.0.".
http://doom.chaosforge.org/downloads
I would really like to see it and play it on OD.
What do you think about DoomRL with graphics? ;DI think you'll have to wait some time, in the downloads section there's no source and it says "Listed below are the most recent DoomRL binary downloads. As for the source, it may eventually be available, but no sooner than before DoomRL 1.0.0.".
http://doom.chaosforge.org/downloads
I would really like to see it and play it on OD.
It should be possible though, they only say that it needs SDL. The hard thing whould be to fit most of if in a 320x240 screen, it may require more than a resize to be playable.
What about porting prince of persia https://github.com/jmechner/Prince-of-Persia-Apple-II ?How exactly do you expect someone to port 1985 6502 assembly to modern mips platform?
Also it's not like PoP and it's sequel weren't successfully ported to almost every console at the time either. From what I remember the Megadrive/Genesis version was pretty close to the PC. I also had the Master System and the Gameboy versions which were also really good.
There's a reimplementation of Prince of Persia's engine called FreePrince. If someone wants to port it, look here (http://forum.princed.org/viewtopic.php?f=69&t=2833), someone uploaded the source code to mediafire.Freeprince (Princed) is in a very early stage. I had it running on the Dingoo since like 2009, but it's not playable at all, so no point releasing the port.
You mean Prince of Persia? I like only NES one.
Hmm... I downloaded the source code but after building it I have no other cars in the races, also no powerups and no obstacles. The compiler doesn't gave me any errors, so maybe the source is outdated :S or for some unkown reason those things are missing in my PC.
If someone can test this and can confirm that the game works I can try to make it fit in the 320x240 of the Dingoo.
I think it was open to any platform.What I mean is one does not simply code a c/c++ game in one weekend. So these are a rarity.
How about you supply us with the source code of Jazz Jackrabbit 2? :)
It can't be ported to OpenDingux:
"Red Rogue is a platformer-roguelike written in Flex and compiled with FlashDevelop."
That's not supported.
is it possible to port the original version of spelunky??It's not a real source code. It's a file for the Game Maker.
source code here:
http://spelunkyworld.com/original.html