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MAME Dingoo released

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Re: MAME Dingoo released

Postby daywalker on Mon Jul 13, 2009 2:56 am

Thank you aguirrech,

autoexec.dge
Code: Select all
#!/bin/sh
echo 0 > /sys/class/vtconsole/vtcon1/bind
cd /usr/games/mame4all
./mamefront


dmenu.cfg
Code: Select all
MenuItem Mame
    {
        Icon = " "
        Name = "Mame"
        Executable = "./autoexec.dge"
        WorkDir = "/usr/games/mame4all"
     }


now is time to play :D
daywalker
 
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Re: MAME Dingoo released

Postby aguirrech on Mon Jul 13, 2009 6:10 pm

Thx Daywalker,

now it's time to play hehehe.
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Re: MAME Dingoo released

Postby iliyan on Mon Jul 13, 2009 7:03 pm

Thanks for the great emu!
Many games work well. However all big games say not enough memory so I thought if it is possible to create a swap file using dd, mkswap and swapon and maybe add a row in fstab to mount the swap file on boot. I've tried these commands but only the last one("swapon /swapfile") said "..not implemented.." :(
Can anyone try and explain if it is possible to create a swap for Dingoo? Thanks!

You can read about making a swap file here http://www.linux.com/archive/feature/113956
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iliyan
 
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Location: Bulgaria

Re: MAME Dingoo released

Postby ezelkow1 on Mon Jul 13, 2009 7:30 pm

Thats one thing I noticed when messing around with the original virtualboy source vs. the one for gp2x. The original has no provisions for using on a 32meg system which screws over any large roms since there is not enough memory. It seems as though the gp2x port has taken this into consideration as when running that on the dingoo i never see the error about out of memory. Now I dont know if this needs to be addressed in the kernel or not. Personally I think swap is definitely not the way to go since it is a flash disk, either the app needs to be re-written to dynamically load what it needs from disk, or the kernel needs to handle it, but I dont think a normal swap/vmem setup is really what is needed. I believe what really should be done is that any emulators that deal with large roms should have the disk space just mmapped into the applications memory space, so it just treats the file as a chunk of memory and the kernel handles the dynamic loading as necessary.

This has obviously been dealt with in the original emulators since many of the neogeo/cps2 roms are larger than 32meg and would require working around this, and I doubt they use a swap on the flash itself.
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Re: MAME Dingoo released

Postby iliyan on Mon Jul 13, 2009 8:32 pm

Thanks, ezelkow1!
I've never thought such mmap thing can be done. I've only heard about the mmap() function in C but I'm not into these things. Now I've googled and searched wikipedia and see this is a great way to run our emus with the big roms. I'll be waiting and supporting anyone of the developers who can make these emus work well in Dingoo/ux.
Thanks!
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