Author Topic: MIDPath 4 Dingoo v0.2  (Read 12606 times)

zear

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Re: MIDPath 4 Dingoo v0.2
« Reply #20 on: May 19, 2010, 09:38:57 pm »
>0) does it run at all?  ;)
Yes
>1) is the music playing (a castlevania midi file)?
Yes, but it tends to lag
>2) does it make a sound when the player shoots?
Yes, but not always (probably lags)
>3) is there ever any severe screen update glitch, flash, or other issues
Yep, some of the player animations are glitchy (when he rotates, or crouches). Also occasionally most of the tiles on the screen disappear and you can see the background through them.
>4) how far down does the framerate go?  (it's curently capped at 22fps)
6-10 when the player moves, 15-22 when neither the player nor any other objects move (sometimes it's 15-16, sometimes it's 20-22). That's all on 336MHz - the default clock setting.

Holymonkey

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Re: MIDPath 4 Dingoo v0.2
« Reply #21 on: May 20, 2010, 08:23:48 am »
Thanks much zear for taking the time to test this for me.
The character art is actually a big mess and looks glitchy due to the way I hacked the temp art, so I'm not too worried about that.

So the only thing I'm really worried about is the lagging sound and the frame-rate.  I'm guessing with some careful optimizations and with real art that doesnt use alpha channels, there will be a noticeable improvement... but still not as fast as I had hoped....

I'll keep posting updates that look better, play better and have a hopefully better frame rate due to the optimazitions I'll make.

The fact that it runs at all has encouraged me to go ahead and place the order so I can develope at full steam ahead.

I live in France, does anyone recommend any place other than dealextreme?  Otherwise I'll order from them.

thanks again,

Holymonkey

rookie1

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Re: MIDPath 4 Dingoo v0.2
« Reply #22 on: May 20, 2010, 11:13:26 am »
Hi Holymonkey, in answer to your question about heap size. Currently I've set max heapsize to 10MB. I think this should be enough for most J2ME applications. This can be changed inside the startup script suite-manager.sh. Just change -Xmx10M to the max heap you want. But keep in mind the free memory you have after starting Dingux. And you need to strike a balance between native and java heap. PhoneME jvm itself need some native memory. The native libraries like SDL also need native memory.

Holymonkey

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Re: MIDPath 4 Dingoo v0.2
« Reply #23 on: May 20, 2010, 12:20:51 pm »
thank you rookie1,

10 megs is likely enough for what I want to do, but just out of curiosity, what do you think is the highest heap setting that would be safe to use?

Also, How dificult is it for the average Dingoo user to overclock their system or could it be done within Midpath?  Also, How much additional frame-rate do you think it might get me?

zear

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Re: MIDPath 4 Dingoo v0.2
« Reply #24 on: May 20, 2010, 01:07:26 pm »
Also, How dificult is it for the average Dingoo user to overclock their system or could it be done within Midpath?  Also, How much additional frame-rate do you think it might get me?
Overclocking is easy and you can do it in the main menu of dingux. 430MHz is the upper limit on most of the units. You can't overclock within midpath, not unless rookie1 adds that feature ;) 430MHz gives 8-12 fps and the sound still lags.
« Last Edit: May 20, 2010, 01:11:01 pm by zear »

rookie1

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Re: MIDPath 4 Dingoo v0.2
« Reply #25 on: May 20, 2010, 01:22:37 pm »
thank you rookie1,

10 megs is likely enough for what I want to do, but just out of curiosity, what do you think is the highest heap setting that would be safe to use?

Also, How dificult is it for the average Dingoo user to overclock their system or could it be done within Midpath?  Also, How much additional frame-rate do you think it might get me?
I think I have tried 12M max heap without any problem. Didn't have time to test beyond that. Just curious, how complex is the midi music you are using? Keep in mind midi playback is done by a version of timidity included in sdl_mixer, which uses CPU to synthesize the music.

Holymonkey

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Re: MIDPath 4 Dingoo v0.2
« Reply #26 on: May 20, 2010, 05:26:25 pm »
good question...Its a midi I downloaded from the web and I know almost nothing about the format other than its tiny filesize.. Its a fairly sophisticated song, so maybe a simpler one would eat less processor time.

Can you sugest a specific tool (for PC's) and or method for making midi's that would be best?

Holymonkey

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Re: MIDPath 4 Dingoo v0.2
« Reply #27 on: May 20, 2010, 09:17:29 pm »
Hi again zear (and anyone else interrested)

Here's a new version of the test.  I've removed alpha chanels from the images and I've added a start screen so you can choose to play with music or not.

I'm very eager to see if the frame rate has improved at all due by removing the alpha chanels AND how drastic the frame rate changes when there's no midi song playing.

http://www.holymonkeystudio.com/temp/test_jar_2.zip

thanks again,

Holymonkey

Holymonkey

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Re: MIDPath 4 Dingoo v0.2
« Reply #28 on: June 21, 2010, 09:14:22 pm »
Hi  rookie1,

I got my Dingoo and installed Dingux.  I love the unit.  I've installed Midpath and sucessfully get my test game running.

I've been trying to get it the FPS as good as possible for my test game, unfortunatey I'm surprised to discover that despite my game running at a solid 21-22 FPS (Without sound) on my GP2X via PhoneME, the fastest FPS I can achieve without horrible screen flashing on my Dingo via Midpath is 8 FPS (interrestingly with or without sound is about the same FPS on the Dingoo)

This surprised me because the Dingoo has a considerably faster processor. (336MHz vs the Gp2x which is 200MHz)  GP2x does have a second processor, but to my knowlege it is not being used al all by PhoneME at this time.


Do you have any ideas or suggestions for getting a better FPS with my game?  Is it possible ther is room for optimizing of Midpath itself?

Here i the jad and jar of my test game which runs at 22 FPS on the GP2X.

thanks

http://www.holymonkeystudio.com/temp/latest_test.zip

xdpirate

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Re: MIDPath 4 Dingoo v0.2
« Reply #29 on: June 22, 2010, 06:17:13 pm »
@Holymonkey: Use gmenu2x to overclock MIDPath to 430 MHz, that should help performance.

Holymonkey

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Re: MIDPath 4 Dingoo v0.2
« Reply #30 on: June 22, 2010, 07:33:49 pm »
I was hoping and had originally assumed that Id be able to get a tolerable FPS withou the need for overclocking based on the fact that the dingoo already has a faster processor than the Gp2x, and the same JAR file is getting a solid 22FPS on my Gp2x... I'm hoping improvements of midpath or perhaps a more direct port of PhoneMe could get a more comparible FPS for Dingoo.

I Hope to make many nice games that can run on both systems (and encourage other MMF users to do so) and would much prefer it of pople didnt need to overclock their systems just to bring the FPS up to "tollerable"