Author Topic: First OpenDingux developer pre-release  (Read 25914 times)

mth (OP)

  • Posts: 317
First OpenDingux developer pre-release
« on: September 05, 2011, 02:32:35 am »
We are very happy to announce the first developer pre-release of OpenDingux. OpenDingux is intended to replace the current (legacy) Dingux, offering a more modern and standardized distribution that is actively maintained. We try to make the transition as easy as possible and we need help from Dingux application developers and porters for that. Therefore we made this pre-release, so you can check whether your Dingux software works under OpenDingux as well.

This pre-release is not intended for end users. If you are not a developer, you can of course still test the pre-release, but don't expect everything to work smoothly and don't be surprised when some applications crash on startup. Please inform us of your test results, especially the things that don't work, so we can fix them before the first end-user release.

Release notes and downloads: http://www.treewalker.org/opendingux/.
That page also contains links to relevant documentation pages on the Dingoo Wiki. Especially the development page and FAQ are useful when porting applications from legacy Dingux to OpenDingux.

Thanks to Ignacio Garcia Perez (booboo) for creating Dingux, Lars-Peter Clausen (larsc) for writing most of the drivers for Qi Hardware's Ben NanoNote that we re-used in OpenDingux and everyone on #dingoonity on freenode IRC who helped with ideas and testing (especially zear).

The OpenDingux core developers are currently Paul Cercueil (Ayla) and me, Maarten ter Huurne (mth). There is still a lot of work to be done, so we can always use more developers and testers.

wy_scorpio

  • Posts: 368
Re: First OpenDingux developer pre-release
« Reply #1 on: September 05, 2011, 05:26:35 am »
rootfs cant be downloaded..

mth (OP)

  • Posts: 317
Re: First OpenDingux developer pre-release
« Reply #2 on: September 05, 2011, 05:32:03 am »
I just fixed the link. Thanks for reporting.

wy_scorpio

  • Posts: 368
Re: First OpenDingux developer pre-release
« Reply #3 on: September 05, 2011, 05:56:31 am »
great work!
i just test it..
i use gmenu2x...i find some problem...

1.this cant use "select+start+power" to reboot and cant use "power" button to poweroff dingoo..
2.why gmenu2x is not see as before?
3.can this support chinese font?
4.can add autoshutdown funtion?
5.in gmenu2x can add a subsection?this will  used for classfy...
6.i just add ps4all link..but inter ps4all folder auto exit explor...this if because ps4all have too many files?..
« Last Edit: September 05, 2011, 06:06:13 am by wy_scorpio »

zear

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  • Posts: 2381
Re: First OpenDingux developer pre-release
« Reply #4 on: September 05, 2011, 07:48:07 am »
1.this cant use "select+start+power" to reboot and cant use "power" button to poweroff dingoo..
The shortcuts in OpenDingux changed a little bit. Please read the Power Switch Daemon part of the OpenDingux FAQ
Quote
2.why gmenu2x is not see as before?
gmenu2x was entirely moved inside the rootfs. This is so end users don't need to be troubled with the installation of gmenu2x, instead they just copy the rootfs on the card and OpenDingux already starts in the graphics mode.
Quote
6.i just add ps4all link..but inter ps4all folder auto exit explor...this if because ps4all have too many files?..
Perhaps you have some chinese filenames in that directory. I remember a similar behaviour of gmenu2x in certain directories of the built-in memory where the preinstalled chinese files were (and yes, OpenDingux supports the NAND for read only access)

electrozone

  • Posts: 14
Re: First OpenDingux developer pre-release
« Reply #5 on: September 05, 2011, 11:12:09 am »
Hi!
 I tried it and it works fine but the tv-out tool(opendingux version) has some issues...It works but when i try to go to another link or section  it seems to skip some of them and jumps to another section or another program and this makes it feel choppy and slow.Anyway, i got psx4all to work in tvout mode and it is flawless. It looks like when i enter a app/game/emulator it works fine. And when i choose tvout--off it exits the tv but dingoo's screen still black.
  :'(So i can't use tv-out but it is stil pretty nice without tv-out! :)

PS: sorry for my rubbish english
The following statement is true: The first statement is false.

zear

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  • Posts: 2381
Re: First OpenDingux developer pre-release
« Reply #6 on: September 05, 2011, 11:22:43 am »
Hi!
 I tried it and it works fine but the tv-out tool(opendingux version) has some issues...It works but when i try to go to another link or section  it seems to skip some of them and jumps to another section or another program and this makes it feel choppy and slow.

This is a known issue which should be fixed in the next OD release: https://github.com/mthuurne/opendingux-kernel/issues/9

For a quick access to tv-out mode, use power + Y. You can launch a game from the LCD and then press power + Y to activate the tv-out. Once the game is over you can press power + Y again to get back to the LCD mode.
« Last Edit: September 05, 2011, 11:24:59 am by zear »

pcercuei

  • Posts: 1634
    • My devblog
Re: First OpenDingux developer pre-release
« Reply #7 on: September 05, 2011, 11:25:00 am »
Hi!
 I tried it and it works fine but the tv-out tool(opendingux version) has some issues...It works but when i try to go to another link or section  it seems to skip some of them and jumps to another section or another program and this makes it feel choppy and slow.
It's a known issue, see https://github.com/mthuurne/opendingux-kernel/issues/9. We'll fix that before the official release.
Anyway, i got psx4all to work in tvout mode and it is flawless. It looks like when i enter a app/game/emulator it works fine. And when i choose tvout--off it exits the tv but dingoo's screen still black.
  :'(So i can't use tv-out but it is stil pretty nice without tv-out! :)
Why are you using 'tvout --off'? All you have to do to enable/disable TV-out is to press power+Y.

electrozone

  • Posts: 14
Re: First OpenDingux developer pre-release
« Reply #8 on: September 05, 2011, 11:28:08 am »
oups...didn't know that ;D.thx
The following statement is true: The first statement is false.

wy_scorpio

  • Posts: 368
Re: First OpenDingux developer pre-release
« Reply #9 on: September 05, 2011, 11:30:35 am »
report added..

i have test ps4all..but the emu's speed decreased..set cpu at 336mh..i run fifa2002 but now only have 40fps(cm=10 fs=0/1)...before have 55fps(cm=10 fs=0/1)..
« Last Edit: September 05, 2011, 11:41:21 am by wy_scorpio »

mth (OP)

  • Posts: 317
Re: First OpenDingux developer pre-release
« Reply #10 on: September 05, 2011, 03:40:41 pm »
3.can this support chinese font?

Not at the moment, but it would be good to change gmenu2x to support Chinese fonts in the future. I don't have an idea of how many different characters we would need. Is it feasible to do a bitmap font for Chinese or would we have to switch to freetype so we can use truetype fonts?

wy_scorpio

  • Posts: 368
Re: First OpenDingux developer pre-release
« Reply #11 on: September 05, 2011, 04:11:11 pm »
3.can this support chinese font?

Not at the moment, but it would be good to change gmenu2x to support Chinese fonts in the future. I don't have an idea of how many different characters we would need. Is it feasible to do a bitmap font for Chinese or would we have to switch to freetype so we can use truetype fonts?

thanks very much :)

if gmenu2x can support UTF8...then can copy a chinese font on SD card somewhere,then read this font can support chinese font...is this workable?dmenu can support chinese fonts..can use it method?...
« Last Edit: September 05, 2011, 04:18:13 pm by wy_scorpio »

wy_scorpio

  • Posts: 368
Re: First OpenDingux developer pre-release
« Reply #12 on: September 05, 2011, 04:15:43 pm »
1.this cant use "select+start+power" to reboot and cant use "power" button to poweroff dingoo..
The shortcuts in OpenDingux changed a little bit. Please read the Power Switch Daemon part of the OpenDingux FAQ
Quote
2.why gmenu2x is not see as before?
gmenu2x was entirely moved inside the rootfs. This is so end users don't need to be troubled with the installation of gmenu2x, instead they just copy the rootfs on the card and OpenDingux already starts in the graphics mode.
Quote
6.i just add ps4all link..but inter ps4all folder auto exit explor...this if because ps4all have too many files?..
Perhaps you have some chinese filenames in that directory. I remember a similar behaviour of gmenu2x in certain directories of the built-in memory where the preinstalled chinese files were (and yes, OpenDingux supports the NAND for read only access)

thx :)
that is chinese filenames cause problem..but before ver gmenu2x have not this problem..i can add link for ps4all(some chinese filenames in that directory)

mth (OP)

  • Posts: 317
Re: First OpenDingux developer pre-release
« Reply #13 on: September 05, 2011, 04:24:10 pm »
if gmenu2x can support UTF8...then can copy a chinese font on SD card somewhere,then read this font can support chinese font...is this workable?

The question is what format we should use for the font.

Currently gmenu2x uses a PNG file for the character graphics and a hardcoded list of UTF8 codes to determine which character graphic is which Unicode character. This is not flexible enough to support anything other than Roman alphabets, so it must be replaced.

One alternative would be to use a PNG file plus a text file, where both files would contain the same characters in the same order, the graphics in the PNG and the UTF8 codes in the text file. I'm not sure this is feasible for Chinese though: it depends on how many characters you would need.

Another alternative would be to use the freetype library. Then we can render any character we like as long as we have a truetype font that contains it. In openMSX we use freetype via SDL_ttf, so the concept is feasible. It does require more changes in gmenu2x though compared to the PNG+text approach.

Can you give an indication of how many different Chinese characters we would need to make gmenu2x useful: 100? 1000? 10000?

virusmater

  • Posts: 55
Re: First OpenDingux developer pre-release
« Reply #14 on: September 05, 2011, 09:05:08 pm »
Sega games on this PicoDrive are too slow... oh wait! it just don't change CPU clock (and sound volume) from Options, only from GMenu2X. But i want different clocks for different games.
And after i change Sound Quality in PicoDrive - sound disappeared
What about hold key feature?
In explorer mismatched B and A (for enter in directory)
Performance of OpenDingux kernel much more lower, than standard Dingux. Maybe because OpenDingux use ALSA instead OSS?

PS: Power Switch Daemon very useful application
« Last Edit: September 05, 2011, 09:10:30 pm by virusmater »
http://dingoowiki.com - let's fill it!

Megacubo

  • Posts: 66
Re: First OpenDingux developer pre-release
« Reply #15 on: September 05, 2011, 09:18:24 pm »
I want to try this, but my microsd to minisd adapter is broken :'( I can't try it at least in 4 weeks :'(

pcercuei

  • Posts: 1634
    • My devblog
Re: First OpenDingux developer pre-release
« Reply #16 on: September 05, 2011, 09:29:13 pm »
Sega games on this PicoDrive are too slow... oh wait! it just don't change CPU clock (and sound volume) from Options, only from GMenu2X. But i want different clocks for different games.
And after i change Sound Quality in PicoDrive - sound disappeared
I did only a fast port of Picodrive, I will eventually release a better version with those changes.

What about hold key feature?
You can change the key shortcuts as explained here. The "hold" feature is implemented, but not present on the default config. You can affect it to a shortcut if you want (the name is "hold").

In explorer mismatched B and A (for enter in directory)
I've seen that yes, thanksfully it's just the button icons.

Performance of OpenDingux kernel much more lower, than standard Dingux. Maybe because OpenDingux use ALSA instead OSS?
It is not related to the sound, but to the graphic driver. We'll start a major rewrite of it soon, which will fix the gmenu2x bug with TV-out and will hopefully bring a great speedup. As we advertised, that version is targeted at developers, so that they can try their apps on it and adapt them if needed; we will release a 'community' version in a few weeks from now.

PS: Power Switch Daemon very useful application
Thank you :)

virusmater

  • Posts: 55
Re: First OpenDingux developer pre-release
« Reply #17 on: September 05, 2011, 09:32:11 pm »
Does dingoo charging when it in suspend mode?
And what about idea that emulators must be storied (in /usr/local/bin ,for example) separately from roms (in /home/roms/sega ,for example) and configs in /home/.config/picodrive ... like on standart linux desktop. "FHS for dingux"
« Last Edit: September 05, 2011, 09:46:33 pm by virusmater »
http://dingoowiki.com - let's fill it!

pcercuei

  • Posts: 1634
    • My devblog
Re: First OpenDingux developer pre-release
« Reply #18 on: September 05, 2011, 10:04:13 pm »
Does dingoo charging when it in suspend mode?
Yes, it does charge in suspend mode. It even charges faster ;)
And what about idea that emulators must be storied (in /usr/local/bin ,for example) separately from roms (in /home/roms/sega ,for example) and configs in /home/.config/picodrive ... like on standart linux desktop. "FHS for dingux"
The most important thing is that the saves are not written on ROMs directory, so that the ROMs can be put on the NAND without problems.

mth (OP)

  • Posts: 317
Re: First OpenDingux developer pre-release
« Reply #19 on: September 05, 2011, 10:50:18 pm »
I want to try this, but my microsd to minisd adapter is broken :'( I can't try it at least in 4 weeks :'(
What you could do is put the rootfs.bin on the NAND, compile a kernel where in the kernel config option CONFIG_CMDLINE you replace "boot=/dev/mmcblk0,/dev/mmcblk0p1" by "boot=/dev/ccnandb,/dev/ccnandb1" and load that kernel via USB boot.

Not for the faint of heart, but it's a developer's pre-release after all  ;) You won't have write access to your home dir if it's on the NAND. But perhaps it's still better than nothing at all for a few weeks.

 

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