Author Topic: News of some development for GA330  (Read 108935 times)

SilverhawkBR

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Re: News of some development for GA330
« Reply #300 on: September 22, 2011, 02:26:54 am »
A little offtopic here.
So, i browsed trough the entire 20 pages of posts and i found quite a nice work being done by you guys. It's things like that which makes me feel like learning how to code (too lazy now, crap!)

I, myself, doesn't own a GA330, but i hope there will be more progress in it.

So far, so good! Keep the work people, you guys will probably go far like that.

sq

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Re: News of some development for GA330
« Reply #301 on: September 22, 2011, 03:16:50 am »
can i take on your word guys and someone with a working console output could graciously tell me WTH is wrong with the prboom port? the thing is unable to load any kind of iwad but the shareware version of doom. i've tested packed and unpacked wads, (both methods work, btw) force the loading via the -iwad commandline, renaming, i've checked and rechecked the source code for some anomaly and apparently everything's in order. i suspected that this port was allocating too little memory for the data files, but not even the "demo" version of freedoom (which is a minuscule iwad) is being accepted.

i'm ready to blame the mp4sdk side of things. can someone confirm this?

sq

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Re: News of some development for GA330
« Reply #302 on: September 22, 2011, 03:19:16 am »
by the way, freedoom can be downloaded here:

http://free.doomers.org/

these iwads are gpl'd, so sharing these should be okay  ;)

cex

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Re: News of some development for GA330
« Reply #303 on: September 22, 2011, 09:50:10 am »
can i take on your word guys and someone with a working console output could graciously tell me WTH is wrong with the prboom port? the thing is unable to load any kind of iwad but the shareware version of doom. i've tested packed and unpacked wads, (both methods work, btw) force the loading via the -iwad commandline, renaming, i've checked and rechecked the source code for some anomaly and apparently everything's in order. i suspected that this port was allocating too little memory for the data files, but not even the "demo" version of freedoom (which is a minuscule iwad) is being accepted.

i'm ready to blame the mp4sdk side of things. can someone confirm this?

There's a problem with memory initialization, so test your port from a cold reset (turn off with the power switch).
You'll also need the PrBoom.wad in addition to the WAD file you want to use.
If you tell me exactly which IWAD you are trying to use I could check if the program is complaining about something though the debug port when I had some time (I'm very busy lately).

sq

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  • Posts: 77
Re: News of some development for GA330
« Reply #304 on: September 22, 2011, 08:04:05 pm »
There's a problem with memory initialization, so test your port from a cold reset (turn off with the power switch).

just tested this. no dice. in fact, prboom starts and executes correctly every time, at any time, as long as you're running the shareware doom.

You'll also need the PrBoom.wad in addition to the WAD file you want to use.

i know about that. packed or unpacked, it makes no difference. both methods were tested and both work... as long as you're providing doom1.wad containing the shareware version of doom; renaming another iwad to doom1.wad fails, as expected

If you tell me exactly which IWAD you are trying to use I could check if the program is complaining about something though the debug port when I had some time (I'm very busy lately).

any standard iwad will do, doom, doom2, tnt evilution, plutonia, ultimate... in fact, if you're tipsy about testing these iwads, why not test it with freedoom? check the link above. both freedoom.wad and freedoomu.wad will fail, even the "demo" version (with its tiny size of six megs) will be rejected. (though gzdoom on my laptop also complains about that demo, but at least it shows the start screen before exploding)

no problem about waiting. take your time.  :-*

sq

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  • Posts: 77
Re: News of some development for GA330
« Reply #305 on: September 23, 2011, 07:48:42 pm »
i've just noticed the fact that prboom.cfg never gets saved (unlike tranmap.dat, which is always recreated), which heavily suggests that prboom is closing abnormally -and possibly not freeing memory-, even after correctly exiting through "quit game" on the main menu


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edit
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just modified prboom_loader.c source code to replace the call to save_config with show_logo, just to see if the program flow was being interrupted. as i thought, the program never goes past after status = SDL_main(argc, argv);
« Last Edit: September 23, 2011, 07:53:58 pm by sq »

Hagane023

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Re: News of some development for GA330
« Reply #306 on: September 27, 2011, 04:14:48 pm »
Any more news on the PCEngine emulator? or anything else for that matter?

Nenoboy

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Re: News of some development for GA330
« Reply #307 on: October 04, 2011, 06:42:39 am »
anything new?
I'm wait for an gnuboy/ohboy (the sound) and/or pocketSnes (the best performing with sound active) update... =/
(but PC engine will be good also...)
Anyway thanks for this whole community that helps to have updates GA330...

cex

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  • Posts: 144
Re: News of some development for GA330
« Reply #308 on: October 06, 2011, 11:54:20 am »
by the way, freedoom can be downloaded here:

http://free.doomers.org/

these iwads are gpl'd, so sharing these should be okay  ;)

I have tested freedoom.wad and PrBoom complains about the WAD file not having the IWAD tag.
Opening the file shows it is a PWAD, not an IWAD.
As far as I know PrBoom only works with IWAD files.


cex

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  • Posts: 144
Re: News of some development for GA330
« Reply #309 on: October 06, 2011, 11:55:29 am »
anything new?
I'm wait for an gnuboy/ohboy (the sound) and/or pocketSnes (the best performing with sound active) update... =/
(but PC engine will be good also...)
Anyway thanks for this whole community that helps to have updates GA330...

Not yet, I have a lack of spare time lately.
Anyway is quite disappointing to see that no other person had contributed to GA330 ports...

sq

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  • Posts: 77
Re: News of some development for GA330
« Reply #310 on: October 07, 2011, 12:59:25 am »
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double post goddammit!
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« Last Edit: October 07, 2011, 01:30:36 am by sq »

sq

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Re: News of some development for GA330
« Reply #311 on: October 07, 2011, 01:16:02 am »
I have tested freedoom.wad and PrBoom complains about the WAD file not having the IWAD tag.
Opening the file shows it is a PWAD, not an IWAD.


er...


the first bytes of freedoom.wad, ie: the "Complete independent Doom II game.", 26,979 kb:




the first bytes of freedoomu.wad, the "resources found in The Ultimate Doom.", 16,128 kb:



so... no. i think you made a mistake and downloaded something else; both wads are legit. besides, how can you explain the fact that the port is unable to load even the version 1.2 (!!) of the original doom game. i modded the code to defeat the .wad integrity check module and, oh surprise surprise, now prboom is able to work using just one pwad... as long as that pwad contains the same amount of assets found on the shareware version of doom.wad, and not much else. it's a memory problem. i blamed previously that mp3sdk, and now i'm standing on these words.

ps: have you noticed that if you increase the sound output sample rate of prboom to 44100 hz the lag disappears, but after some time the sound goes bonkers for a while? that's because something's messing with the sound buffers... that's it, a memory problem.


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edit
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fixed nested quotes

cex

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  • Posts: 144
Re: News of some development for GA330
« Reply #312 on: October 07, 2011, 07:21:19 am »
I downloaded  freedoom.wad.zip from  http://free.doomers.org/

I can't see the one you are talking about, so please post or PM a link to the correct file as I have no time to be guessing around.

sq

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  • Posts: 77
Re: News of some development for GA330
« Reply #313 on: October 07, 2011, 10:33:56 pm »
sure, just checked this other mirror (as suggested by the header found at doomers.org) and the wads are ok and working:

freedoom (the doom ii replacement)

ultimate freedoom (the ultimate doom -aka doom 1.9- replacement)

their file headers are IWAD and they were tested and work correctly on gzdoom 1.5.06. i'll send you a pm with a link to the other wad, since i already know what's the position of this forum regarding roms and the like

cex

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  • Posts: 144
Re: News of some development for GA330
« Reply #314 on: October 08, 2011, 04:51:32 pm »
For doom.wad (had to rename to doom1.wad or Prboom do not find it):

Code: [Select]
sys_get_dir workpath
900 12410050
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workpath: a:\GAME\
entry_main a

prboom v2.5.0 (http://prboom.sourceforge.net/)
M_LoadDefaults: Load system defaults.
900 12431a30
905
912
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 default file: a:\GAME\prboom.cfg
 default file: a:\GAME\prboom.cfg
900 12438ca0
905
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919
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900 12438ca0
905
912
919
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900 12438ca0
905
912
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900 12438ca0
905
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900 12438ca0
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900 12438ca0
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 found doom1.wad
IWAD found: doom1.wad
IWAD found: doom1.wad
 found prboom.wad
PrBoom (built Jun 24 2011), playing: DOOM Registered
PrBoom is released under the GNU General Public license v2.0.
You are welcome to redistribute it under certain conditions.
It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details.
PrBoom (built Jun 24 2011), playing: DOOM Registered
PrBoom is released under the GNU General Public license v2.0.
You are welcome to redistribute it under certain conditions.
It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details.
V_Init: allocate screens.
D_InitNetGame: Checking for network game.
W_Init: Init WADfiles.
open doom1.wad rb 10ef3480
 adding doom1.wad
open doom1.gwa rb 0
open prboom.wad rb 10ef34e8
 adding prboom.wad
open prboom.gwa rb 0
W_InitCache

M_Init: Init miscellaneous info.
R_Init: Init DOOM refresh daemon -
R_LoadTrigTables: Endianness...ok.
R_InitData: Textures Flats Sprites 900 12450630
905
912
919
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R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap R_InitTranslationsTables R_I
nitPatches
P_Init: Init Playloop state.
R_TextureNumForName: AV3 not found
R_TextureNumForName: AV3 not found
ccdl_res_deinit
libheap_deinit
cpu set low!
    =================  H E A P  T R A C E  ==================
  POINTER    CALLER      SIZE         D  A  T  A           ASCII
---------- ----------  -------  -----------------------  --------
0x10EF3480 0x1058B2F0       88  00 00 00 00 44 4F 4F 4D  ....DOOM
0x10EF34E8 0x1058B2F0       88  00 00 00 00 50 52 42 4F  ....PRBO
0x116F8F8C 0x1058B4B0     4096  F6 F6 00 00 4B 4A 69 FE  ....KJi.
0x116F9F9C 0x1058B4B0     4096  50 57 41 44 BC 00 00 00  PWAD....
    =================  H E A P  T R A C E  ==================
  POINTER    CALLER      SIZE         D  A  T  A           ASCII
---------- ----------  -------  -----------------------  --------
OS Heap Information:
Total Size: 0x00e00000
Used Size: 0x004fbfa4
Free Size: 0x0090405c
AP Heap Information:
Total Size: 0x02000000
Used Size: 0x0004b020
Free Size: 0x01fb4fe0
OS Heap Information:
Total Size: 0x00e00000
Used Size: 0x004f9ff4
Free Size: 0x0090600c
AP Heap Information:
Total Size: 0x02000000
Used Size: 0x00070990
Free Size: 0x01f8f670

For both the Freedoom wad it looks like the program doesn't find the wad (even if I rename to doom1.wad). Maybe the files are too large for the console file system or the PrBoom doesn't support large files:

Code: [Select]
sys_get_dir workpath
900 12400010
905
912
919
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workpath: a:\
entry_main a

prboom v2.5.0 (http://prboom.sourceforge.net/)
M_LoadDefaults: Load system defaults.
900 124019b0
905
912
919
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 default file: \prboom.cfg
 default file: \prboom.cfg
900 12408c20
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 found /usr/local/share/games/doom/doom2f.wad
IWAD found: /usr/local/share/games/doom/doom2f.wad
IWAD found: /usr/local/share/games/doom/doom2f.wad
CheckIWAD: IWAD tag /usr/local/share/games/doom/doom2f.wad not present
CheckIWAD: IWAD tag /usr/local/share/games/doom/doom2f.wad not present
ccdl_res_deinit
libheap_deinit
cpu set low!
    =================  H E A P  T R A C E  ==================
  POINTER    CALLER      SIZE         D  A  T  A           ASCII
---------- ----------  -------  -----------------------  --------
0x10EED8DC 0x1058B2F0       88  00 00 00 00 20 20 20 20  ....
0x117EFC98 0x1058B4B0     4096  CD CD CD CD CD CD CD CD  ........
    =================  H E A P  T R A C E  ==================
  POINTER    CALLER      SIZE         D  A  T  A           ASCII
---------- ----------  -------  -----------------------  --------
OS Heap Information:
Total Size: 0x00e00000
Used Size: 0x004f0ce4
Free Size: 0x0090f31c
AP Heap Information:
Total Size: 0x02000000
Used Size: 0x0004b020
Free Size: 0x01fb4fe0
OS Heap Information:
Total Size: 0x00e00000
Used Size: 0x004eed24
Free Size: 0x009112dc
AP Heap Information:
Total Size: 0x02000000
Used Size: 0x00070990
Free Size: 0x01f8f670

Don't know if this helps anyway...

ibm5155

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Re: News of some development for GA330
« Reply #315 on: October 29, 2011, 03:56:33 pm »
When gemei a330 gets zdoom i'll get orgasms in multiplayer =D

pcercuei

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Re: News of some development for GA330
« Reply #316 on: October 29, 2011, 06:45:30 pm »
Multiplayer? I don't think so.

ibm5155

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Re: News of some development for GA330
« Reply #317 on: October 29, 2011, 11:32:21 pm »
Multiplayer? I don't think so.
Well, the source port suport multiplayer, i have 2 gemeis a330... But even single player i would love it (he was ported for dingoo)

pcercuei

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Re: News of some development for GA330
« Reply #318 on: October 30, 2011, 10:40:51 am »
But the wireless of the ga330 is hardwired to the buttons and does not allow multiplayer...

jagotu

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Re: News of some development for GA330
« Reply #319 on: October 30, 2011, 11:11:05 am »
What? Gemei a330 supports wireless multiplayer (at least in emulators). Aren't you misleading this with Dingoo a330 (aka the PSP one)?
Sorry guys for not caring about dingoonity lately. It was nice to be with you, and maybe I'll come back, but not now...

 

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