Dingoonity.org

Dingux (Dingoo Linux) => Releases => Topic started by: rookie1 on May 04, 2010, 01:20:48 pm

Title: MIDPath 4 Dingoo v0.2
Post by: rookie1 on May 04, 2010, 01:20:48 pm
In case there is any interest, I have released MIDPath 4 Dingoo v0.2. It can be downloaded from

http://code.google.com/p/midpath4dingoo/downloads/list


No other change compared to v0.1 besides the sound which is now enabled.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: zear on May 04, 2010, 01:31:13 pm
That's a great update!

BTW you think you could add support for networking for apps like Opera Mini?
Title: Re: MIDPath 4 Dingoo v0.2
Post by: rookie1 on May 04, 2010, 04:09:27 pm
Is there any practical use for networking? You still need to connect to your pc via usb to have network access. Then isn't it more practical to just run a browser on your pc?
Title: Re: MIDPath 4 Dingoo v0.2
Post by: zear on May 04, 2010, 04:43:55 pm
Is there any practical use for networking? You still need to connect to your pc via usb to have network access. Then isn't it more practical to just run a browser on your pc?
It could be used to read html files (docs/ebooks, etc) that are stored on localhost. But yeah, I just want to use it as a web browser via usb networking.

Btw, I think there's a bug in the custom key remapping. When I set the game to run in 240x320 mode and properly modify the key binding, that is: up>left, down>right, left>down, right>up, they're all somehow mirrored. That is up works as right, down as left and so on. It's like label for the LEFT key actually maps the RIGHT key, etc.

I also think that mapping "Softbutton1" to SELECT and "Softbutton2" to START would be better than the current Y and X.
And a way to quit MIDPath without a need to select quit in the game's menu would be very useful as well.

I hope what I ask for is not too much :) I really appreciate your work on this interpreter.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Azm0deus on May 04, 2010, 09:05:17 pm
great work. thanks rookie. I noticed some problems with mapping too. I didn't report them because I couldn't explain like zear did. My english isn't that good.... you know... but MIDPath along with darfgarf's nupdf are two of the most useful apps for dingux, in my opinion. I would love to help you if I had the skills. + karma
Title: Re: MIDPath 4 Dingoo v0.2
Post by: hi-ban on May 04, 2010, 10:58:07 pm
+1 for mapping "Softbutton1" to SELECT and "Softbutton2" to START.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: rookie1 on May 05, 2010, 02:34:18 pm
Btw, I think there's a bug in the custom key remapping. When I set the game to run in 240x320 mode and properly modify the key binding, that is: up>left, down>right, left>down, right>up, they're all somehow mirrored. That is up works as right, down as left and so on. It's like label for the LEFT key actually maps the RIGHT key, etc.
Probably it's a misunderstanding of the key mapping. In the settings screen, if you select 'LEFT' to map to 'PhonePad UP', basically it means when you press left on your Dingoo, the game sees UP. Is this how you mapped your keys?

I also think that mapping "Softbutton1" to SELECT and "Softbutton2" to START would be better than the current Y and X.
You can modify this mapping for individual games in the settings screen. The default mapping is stored in midpath/configuration/com/sun/midp/configuration/configuration.cfg. You can modify it manually if you want.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: zear on May 05, 2010, 04:53:41 pm
Probably it's a misunderstanding of the key mapping. In the settings screen, if you select 'LEFT' to map to 'PhonePad UP', basically it means when you press left on your Dingoo, the game sees UP. Is this how you mapped your keys?
Oh, you're right. I totally misunderstood it at first. Somehow I interpreted the "PhonePad UP" to be D-PAD UP. I set it all correctly now and it works fine. Sorry for the false alarm.
Quote
You can modify this mapping for individual games in the settings screen. The default mapping is stored in midpath/configuration/com/sun/midp/configuration/configuration.cfg. You can modify it manually if you want.
Ah, that should be what I was looking for. Thanks.

BTW, there's yet another button that can be used on the dingoo - the power slide. SDL sees it as SDLK_PAUSE in the newer kernels. I think having an additional button might be helpful in some games.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: xdpirate on May 06, 2010, 01:13:53 am
OMFG YES

rookie1, I was gonna contact you about this project, begging you to update it, because I use MIDPath every single day, it's my favourite Dingux project. And I get on Dingoonity and see there's a new version available. THANK YOU!

Me loves you very much. Now, off to play PEGGLE!
Title: Re: MIDPath 4 Dingoo v0.2
Post by: xdpirate on May 06, 2010, 02:04:36 am
Might aswell use this opportunity to throw in a couple of request for a possible next version:

* Exit to the Midlet Manager when exiting from an app
* Volume control

Thanks for your work on this amazing port!
Title: Re: MIDPath 4 Dingoo v0.2
Post by: marc1977 on May 06, 2010, 12:33:03 pm
Hey pal:

How can I put midpath on the Dingux G2x menu since it hasn't   a .dge launcher? Sorry about mu english...
Title: Re: MIDPath 4 Dingoo v0.2
Post by: zear on May 06, 2010, 12:37:31 pm
Hey pal:

How can I put midpath on the Dingux G2x menu since it hasn't   a .dge launcher? Sorry about mu english...
Do it by manually adding the ./bin/suite-manager.sh
Title: Re: MIDPath 4 Dingoo v0.2
Post by: marc1977 on May 06, 2010, 02:22:44 pm
Do it by manually adding the ./bin/suite-manager.sh[/quote]

I Did it, but it jumps me off... I will try agains... I will tell you...[quote author=zear link=topic=1513.msg14421#msg14421
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Reo on May 06, 2010, 09:21:08 pm
Make sure it's in the local folder, and not in a subfolder. If you want it to be, you have to edit the .sh script.

Nice emulator. It runs Peggle very smoothly when the clockspeed is set to 400mhz. I don't have any other games, because it's hard to find good ones.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: vlad on May 07, 2010, 01:43:21 pm
This is pure awesomeness
+karma

Do you think you can make it support the nice little 3d games ? like the ones d.chocolate makes. the java versions . they don't seem to run on the current version.it just freezes.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: kswildside on May 07, 2010, 07:59:45 pm
Now all we need is a good Flash and Shockwave Player I think Air will be out but who knows
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Holymonkey on May 17, 2010, 07:25:29 pm
Hi everyone,

I'm currently a Gp2x owner and am looking forward to woning a Dingoo as well soon!  I love "open" devices.  I recently descovred that I can  can easily create games with Multimedia Fusion 2 (developer version) as j2me apps that run well on Gp2x using phoneME.

I'm hopig to be able to do the same with the Dingoo tanks to Midpath! :)

If I post a test .jar, would someoe be willing to see if it funs and if so, how well for me?

Also, There's currently an annoying and very limiting heap usage cap of 5 megabytes on PhoneME for Gp2x... Is there a similar limit with the current version of MidPath, or can I make nice big games that use more of the Dingoo's ram?  If there's a current limit like this, could it be easily changed to support the Dingoo's nice big ram space?

thanks,

Holymonkey
Title: Re: MIDPath 4 Dingoo v0.2
Post by: zear on May 17, 2010, 08:34:37 pm
If I post a test .jar, would someoe be willing to see if it funs and if so, how well for me?
Me and I bet a lot of other people ;)
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Holymonkey on May 17, 2010, 09:38:57 pm
excellent. I'll try and post up some ugly test .jars in the next couple of days. :)
Anyone know about the heap limit?  Theres a click convention for MMF users soon...If I can put together a demonstration to show that they can make games for Dingoo, it will hopefully get a lot of new people buying Dingoos and making new original games for them! (including myself)

thanks,
Holymonkey
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Holymonkey on May 19, 2010, 08:49:17 pm
Hi everyone,
I've finally hacked together a quick test .JAR file to see how well, (if at all) the j2me games I make using Multimedia Fusion will run on the Dingoo!

those interested and willing, please download www.holymonkeystudio.com/temp/test_jar.zip (http://www.holymonkeystudio.com/temp/test_jar.zip) and give it a try.

please keep in mind this is purely a test and theres no real gameplay or good art yet. ;)  This will come later once I game what I can get away with as far as object count, heap usage and so forth.


thanks much,

Holymonkey
Title: Re: MIDPath 4 Dingoo v0.2
Post by: zear 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.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Holymonkey 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
Title: Re: MIDPath 4 Dingoo v0.2
Post by: rookie1 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.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Holymonkey 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?
Title: Re: MIDPath 4 Dingoo v0.2
Post by: zear 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.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: rookie1 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.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Holymonkey 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?
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Holymonkey 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 (http://www.holymonkeystudio.com/temp/test_jar_2.zip)

thanks again,

Holymonkey
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Holymonkey 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 (http://www.holymonkeystudio.com/temp/latest_test.zip)
Title: Re: MIDPath 4 Dingoo v0.2
Post by: xdpirate on June 22, 2010, 06:17:13 pm
@Holymonkey: Use gmenu2x to overclock MIDPath to 430 MHz, that should help performance.
Title: Re: MIDPath 4 Dingoo v0.2
Post by: Holymonkey 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"