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Messages - Shin-NiL

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1
Builds & Ports / Re: Makefile for Dingoo A320
« on: December 21, 2013, 06:58:16 pm »
Hello Wild Penguin.

Some months ago zear from GCW-Zero team asked me about my OpenXCom port. I said him that I had no free time to continue the work at that moment, as I was working on another projects. So I sent him my latest working code, as he told me he will work on that. Since then, I don't know how is his progress. Maybe you could try to contact him on dingoonity.org

Anyway, if you like to take a look, here's the files: https://dl.dropboxusercontent.com/u/5789679/OpenXcom-copy.tar.bz2

As SupSuper has said, the "arcade-style keyboard" is already working for name entry on GCW-Zero, the critical part there is the battle scene poor performance and the need of a proper mouse emulation through analog stick.

 

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Builds & Ports / Re: Makefile for Dingoo A320
« on: September 18, 2013, 04:21:00 pm »
Thank you!

I don't know if my build is good enough for a release, maybe a video ;)

I'll keep testing.

3
Builds & Ports / Re: Makefile for Dingoo A320
« on: September 17, 2013, 01:20:04 am »
Okay, it worked :)
 I still have some problems because the SDL_image provided on my toolchain does not supports lbm files...
Overall performance is very good, just shows slowness in battle map.

Thank you guys.

4
Builds & Ports / Re: Makefile for Dingoo A320
« on: September 16, 2013, 12:32:02 am »
If your device doesn't support OpenGL, you can just define __NO_SHADERS to disable OpenGL code.

Unfortunately it did not work. I will follow the  Yankes suggestion and track down all OpenGL calls and then surrounding them with #ifdefs.

5
Builds & Ports / Re: Makefile for Dingoo A320
« on: September 15, 2013, 10:09:38 pm »
Hello SupSuper, long time no see you!

I'm trying to compile OpenXcom for GCW-Zero, which is somekind of a enhanced Dingoo. However, I'm having trouble with OpenGL, you could tell me if this library is now mandatory? I've searched the wiki and found nothing saying that.

Thank you.

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Builds & Ports / Re: Makefile for Dingoo A320
« on: February 24, 2012, 01:23:55 pm »
Thanks ;)

Here is the results:
https://www.youtube.com/watch?v=DnzQcfZrPd4

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Builds & Ports / Re: Makefile for Dingoo A320
« on: February 05, 2012, 05:23:09 pm »
Hello again Supsuper, how are you?

Last week I compiled the latest version of openxcom for Dingoo, the first I downloaded from github.

Congratulations for the great job, we can notice that the code had many optimizations, the map screen is much faster now  :)

However, to compile the Dingoo version, I had to disable support for wstring, since Dingux does not support it. For this, I made a lazy and quick hack, just replacing wstring, wstringstream and so forth for its char compatible versions. The code compiles, but I had a side effect, all text is totally messed up at the display...

Do you have any suggestions to solve this problem?

Thanks again and keep good work.

8
Builds & Ports / Re: Makefile for Dingoo A320
« on: December 27, 2010, 12:40:14 pm »
I'm not sure what you mean. yaml-cpp takes up too much RAM or the game by now takes up too much RAM or...?
Sorry for the bad structure of my sentence.
Actually, I do not know if the increased memory consumption is related to the use of the new library, since that is the first time that I use. What is certain is that only with the standard Dingoo Memory (32MB), the current version freezes on the loading screen.

Thanks again, SupSuper :)

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Builds & Ports / Re: Makefile for Dingoo A320
« on: December 26, 2010, 07:44:30 pm »
I've merged both makefiles so to build for Dingoo you should just need to set TARGET = DINGOO in the makefile, let me know if it still works.

Sorry for the delay of two months :-[

Yes, it still compiling just fine, thank you. I just compiled the yaml-cpp lib for Dingux and I activated swap memory, once the new build does not run anymore without more RAM...

One thing I noticed was that the parameter "-scale 1" is no longer working, do you confirm that?

Thank you very much!

10
Builds & Ports / Re: Makefile for Dingoo A320
« on: August 24, 2010, 03:53:43 pm »
I have performed some optimizations on the globe, let me know if it has improved the performance on the Dingo.

If it still runs slow, you can try slowing down the geoscape timer by increasing the value in GeoscapeState.cpp line 102:
Code: [Select]
_gameTimer = new Timer(100);That is how often (in miliseconds) the ingame time moves and causes a globe redraw.

Thank you very much :)

I needed to extend the interval to 500 milliseconds. Continued slow but at least playable.

I think the Dingoo is not too good making too many floating point calculations.

11
Builds & Ports / Re: Makefile for Dingoo A320
« on: July 19, 2010, 03:19:43 pm »
I had tested the revision 96 before. And yes, it only occurs while I'm looking at the globe and the timer starts to run.

See ya!

12
Builds & Ports / Re: Makefile for Dingoo A320
« on: July 15, 2010, 01:04:40 am »
Yes, I did. Only in my latest patch "DingooTextEdit.patch".

But if you do not want to mess up your code, I can keep my changes separate.


EDIT: I don't know why, but the map was really, really slow on my Dingoo just after enter the base's name in Rev. 102  :(

EDIT2: In fact, everything slows down when the timer starts to run.

See ya!

13
Builds & Ports / Re: Makefile for Dingoo A320
« on: July 14, 2010, 09:48:03 pm »
Hello guys,

here is my quick workaround which permits the base name's input on Dingoo platform.
I know it's not the best solution, but I think I'll use it for now.


See ya.

14
Builds & Ports / Re: Makefile for Dingoo A320
« on: July 14, 2010, 03:40:08 pm »
I believe the feeling of slowness is because the virtual mouse movement speed. The only thing I really noticed were some flaws in music in some screens.

Anyway, our hardware is quite limited:

# CPU Ingenic JZ4732 @ 336MHz, underclocked from 360MHz (clocks up to 433MHz) (MIPS architecture)
# RAM 32MB @ 112MHz (in our case, shared for linux and applications)
# Input D-Pad, 2 shoulder, 4 face, Start & Select buttons, Mic.

Which keys are actually used in the game? I had never before played X-Com  :-[
So far, I just missed the keyboard to type the base's name, but this can be corrected with a routine to use D-pad to switch characters.

Goodbye!

15
Builds & Ports / Re: Makefile for Dingoo A320
« on: July 14, 2010, 03:58:18 am »

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