Alekmaul releases MAME4ALL for native Dingoo firmware!

Wow!  One day you’re curled up in bed, suffering some horrible virus, and then this happens! Alekmaul releases MAME4ALL for Native! Grab it here: http://www.portabledev.com/pages/dingoo/jeuxdev.-perso/mame4all.php

Discuss it here: http://boards.dingoonity.org/dingoo-releases/mame4all-dingoo-os-native-v0-9/msg14277/?topicseen#new

Mame4ALL Os Native base on Slaanesh Dingux source code, which is based on source code
from the GP2X port of MAME4ALL.
The original MAME4ALL is based on MAME 0.37b5.
This readme file is also based on Slaanesh readme.txt file.
FAQ.txt file also based on Slaanesh FAQ.txt file.
SOURCE CODE WILL BE AVAILABLE WITH NEXT VERSION, THIS ONE IS FOR TEST PURPOSE
Features :
----------
MAME4ALL Dingoo currently emulates lots of arcade games supported by original MAME 0.37b5
plus some additional games from newer MAME versions. Some larger games currently do
not work due to lack of system RAM.
Missing :
---------
Configuration saving
Hi Score saving
Adding all Mame4All games
Return to menu when a game is quit
Check updates on my web site :
http://www.portabledev.com
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History :
--------------------------------------------------------------------------------
V0.9 : 03/05/2010
Initiale release for *test* purpose
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How to use this emulator :
--------------------------------------------------------------------------------
Put all directories in your game directory and choose 3D game.
Use "3D game" from Dingoo menu and choose your directory of the desire mame4all version
.app file.
Controls :
Standard in-game MAME controls:
- D-Pad: UP, DOWN, LEFT and RIGHT.
- Buttons A,B,X,Y,L,R: MAME buttons 1,2,3,4,5,6.
- Button SELECT+START: Insert credit.
- Button START: Start game.
Extended controls in game (to access menus and options)
All use the SELECT button + an additional button.
This is analagous to pressing "SHIFT" and another key on a regular keyboard.
- Buttons SELECT+L: Show profiler.
- Buttons SELECT+R: Show FPS.
- Buttons SELECT+Y: Pause.
- Buttons SELECT+B: Enter/Exit Volume menu.
- Buttons SELECT+X: Enter/Exit MAME menu
Also
- Buttons START+L+R: Exit (to OS menu).
The "MAME menu" (see above) can be used to:
- Redefine DEFAULT keys for all games.
- Redefine keys for the current game.
- Display game information.
- Set Auto-fire options.
- Enable cheats.
Controller Notes:
- All keys can be redefined, including the "shifted" SELECT keys.
In some cases this is essential. ie. Robotron.
- To type OK when MAME requires it, press LEFT and then RIGHT.
The Game Selector will search for MAME ROMs found in the ./roms directory.
Games found will be displayed in the game list.
- Use UP and DOWN to select a game.
- Use LEFT and RIGHT to page up and page down.
- Press A to select the game to play.
- Press SELECT+L+R to exit.
After selecting a game, configuration options are available:
- Use UP and DOWN to select the option you want to change.
- Use LEFT and RIGHT to change the option.
- Press A to start the game (and save the configured options).
- Press X to go back to the game list.
--------------------------------------------------------------------------------
Configuration options:
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-- Dingoo Clock --
No overclocking actually!.
-- Video Depth --
Sets MAME´s internal video depth (NOT the Dingoo´s video depth).
8-bit is generally faster though some games require 16-bit.
Some games may be faster in 16-bit mode - it´s dependant on the game driver!
Auto: The emulator uses the most suitable video depth.
8 bit: MAME uses 8 bit color (DEFAULT).
16 bit: MAME uses 16 bit color.
-- Video Scale/Aspect --
The video aspect is configured with the following combination of options:
Normal:
Nominal video resolution (320x240). Games with a resolution less than this
have a black border. Games with a resolution higher are cropped.
Scale Half Size:
Useful for high resolution games like Rampage and Tapper, etc. 8-bit video
mode is quickest as extra pixels are just truncated. 16-bit mode does pixel
mixing resulting in a nicer, but slightly slower display. Should still be
quick enough for most games.
Scale Horizontal:
Useful for games like R-Type and Final Fight, etc. Other smaller resolution
games will stretch out to fill the screen. Take from MAME4ALL Wiz version
(code originally from Notaz & Franxis).
Scale Best:
This is a generic rescale that can resize any screen to fit the Dingoo´s native
320x240 resolution. It produces the best quality scaled display as pixels are
merged both horizontally and vertically. The downside is that it may be slow.
Scale Fast:
his is a generic rescale that can resize any screen to fit the Dingoo´s native 320x240
resolution. It produces a good scaled display as pixels are merged horizontally.
Speed should be somewhat quicker than "Scale Best".
Rotate:
The display is rotated from landscape to portrait orientation. All the above scale
options are present for screen rotation.
-- Video Sync --
Normal: Single buffer and dirty buffer is used (DEFAULT).
VSync: VSync activated (Unlikely to be ever implemented due to lack of hardware support).
DblBuf: Double buffer without dirty buffer (NOT IMPLEMENTED YET).
OFF: No video synchronization, use manual frameskip.
-- Brightness --
No Brightness actually.
-- Sound --
The sound options are the following ones:
ON: The sound is activated. 8, 16, 24, 32 KHz sound mixing rates are available in
both mono and stereo, (16000hz mono DEFAULT).
OFF: The sound is disabled. This can vastly improve the speed of the game.
Fast sound: Improve performance at the cost of sound quality.
-- CPU Clock --
The clock of the CPUs can be adjusted from 50% to 200%. The nominal value is 100%
(DEFAULT) and the CPU is emulated accurately.
The clock can be safely underclocked to about 80% to gain performance in almost all
games (be careful because some games could not run correctly). Use lower values to get
more performance but probably several more games would not run correctly. Also the clock
can be overclocked up to 200%.
-- Audio Clock --
The clock of the audio CPUs can also be adjusted from 50% to 200%. The nominal
value is 100% (DEFAULT). See "CPU Clock" above.
-- CPU Cores --
(NOT IMPLEMENTED YET)
-- Volume --
(NOT IMPLEMENTED YET)
-- Cheats --
ON: The cheats are enabled. To access in game press SELECT+START and enter the "Cheats" menu.
OFF: The cheats are disabled.
Note: The high scores are not saved if cheats are enabled!!!.
-- Auto-Fire --
To access the auto-fire configuration, during game press SELECT+START and enter the "Auto-Fire" menu.
The following files and directories may exist in the mame4all directory.
Optional entries are noted with [*].
mame.app ->Mame emulator version for each type of games.
cheat.dat -> [*] Cheats definition file
hiscore.dat -> [*] High Scores definition file
artwork/ -> [*] Artwork directory
cfg/ ->MAME configuration files directory
frontend/ -> Frontend configuration files
hi/ -> [*] High Scores directory
inp/ -> [*] Game recordings directory
memcard/ -> [*] Memory card files directory
nvram/ -> NVRAM files directory
roms/ -> ROMs directory
samples/ -> [*] Samples directory
skins/ -> [*] Frontend skins directory
snap/ -> [*] Screen snapshots directory
sta/ -> [*] Save states directory
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Supported games :
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The original version of MAME 0.37b5 supported 2260 romsets. For more details, see "gamelist.txt" file.
Games must be copied into the /roms/ folder.
Neo Geo games are currently not included. Use Standard emulator instead for these.
ROM NAMES :
------------
Folder names or ZIP file names are listed on "gamelist.txt" file.
Romsets have to be MAME 0.37b5 ones (July 2000).
Additionaly there are additional romsets from newer MAME versions.
Please use "clrmame.dat" file to convert romsets from other MAME versions to the ones
used by this version for Dingoo, using ClrMAME Pro utility, available in next webpage:
http://mamedev.emulab.it/clrmamepro/
NOTE: File and directory names in Linux are case-sensitive. Put all file and directory names using low case!.
!!!! THE MOST COMMON PROBLEM FOR NOT GETTING A SUPPORTED GAME TO RUN IS INCOMPATIBLE ROMS. !!!!
SOUND SAMPLES
----------------
The sound samples are used to get complete sound in some games.
They are placed into the ´samples´ directory compressed into ZIP files.
The directory and the ZIP files are named using low case!.
The sound samples collection can be downloaded in the following link:
http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,5,2511
You can also use "clrmame.dat" file with ClrMAME Pro utility to get the samples pack.
ARTWORK
----------
Artwork is used to improve the visualization for some games. Download it here:
http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,5,2512
ORIGINAL CREDITS
-------------------
- MAME 0.37b5 original version by Nicola Salmoria and the MAME Team (http://www.mame.net).
- Z80 emulator Copyright (c) 1998 Juergen Buchmueller, all rights reserved.
- M6502 emulator Copyright (c) 1998 Juergen Buchmueller, all rights reserved.
- Hu6280 Copyright (c) 1999 Bryan McPhail, mish@tendril.force9.net
- I86 emulator by David Hedley, modified by Fabrice Frances (frances@ensica.fr)
- M6809 emulator by John Butler, based on L.C. Benschop´s 6809 Simulator V09.
- M6808 based on L.C. Benschop´s 6809 Simulator V09.
- M68000 emulator Copyright 1999 Karl Stenerud. All rights reserved.
- 80x86 M68000 emulator Copyright 1998, Mike Coates, Darren Olafson.
- 8039 emulator by Mirko Buffoni, based on 8048 emulator by Dan Boris.
- T-11 emulator Copyright (C) Aaron Giles 1998
- TMS34010 emulator by Alex Pasadyn and Zsolt Vasvari.
- TMS9900 emulator by Andy Jones, based on original code by Ton Brouwer.
- Cinematronics CPU emulator by Jeff Mitchell, Zonn Moore, Neil Bradley.
- Atari AVG/DVG emulation based on VECSIM by Hedley Rainnie, Eric Smith and Al Kossow.
- TMS5220 emulator by Frank Palazzolo.
- AY-3-8910 emulation based on various code snippets by Ville Hallik, Michael Cuddy, Tatsuyuki Satoh, Fabrice Frances, Nicola Salmoria.
- YM-2203, YM-2151, YM3812 emulation by Tatsuyuki Satoh.
- POKEY emulator by Ron Fries (rfries@aol.com). Many thanks to Eric Smith, Hedley Rainnie and Sean Trowbridge.
- NES sound hardware info by Jeremy Chadwick and Hedley Rainne.
- YM2610 emulation by Hiromitsu Shioya.
SKINS
---------
The frontend graphic skin used in the emulator can be changed by adding two new files:
skins/dingoosplash.bmp -> Game selector intro screen.
skins/dingoomenu.bmp -> Game selector background screen.
Bitmaps MUST be 320x240 pixels x 256 colors (8 bit).
The resulting file should be exactly 77878 bytes in size. If it is not, then
it´s not in the right format. Paint Shop Pro saves BMPs in the correct format.
Previous versions of splash screens are included in the skins/previous directory.
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Credits
--------------------------------------------------------------------------------
Special thanks to :
Slaanesh for Dingux port of mame (http://www.slaanesh.net/).
Franxis: Originally porting MAME to GP32, GP2X and Wiz (http://www.talfi.net/gp32_franxis/).
Great thanks to flatmush/harteex for the new sdk lib for Dingoo Native OS.
Without the help of the infos from these people, this emulator can´t be here.
--------------------------------------------------------------------------------
Alekmaul
alekmaul@portabledev.com
http://www.portabledev.com
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Comments

  1. damn still in university, cant wait to get home and try that. fucking awesome! Keep up the awesome work. Can you port picodrive or snes9x for the native firmware too ? that would be sooooo awesome!

    ReplyDelete
  2. Yes!!!

    Works perfect!!! THanks man!!!

    A FBA-NATIVE WOULD BE AWESOME!!!!

    X-MEN VS STREET FIGHTER (GOOD SPEED) WITH TV-OUT !!!!! A DREAM!

    ReplyDelete
  3. fba for native now!!! lol!

    ReplyDelete
  4. Alekmaul !! Alekmaul !! Alekmaul !!! thanksssssssssssssssssssssss!

    ReplyDelete
  5. optimizing MAME native should take priority over everything.
    Can someone give us a review of this and what it is like to run ? Does TV out work etc.

    ReplyDelete
  6. It's cool. But I have had bad luck because Preshistoic Island and Euro League don't works.

    Thank you for mame, it's great for the native OS scene.

    ReplyDelete
  7. I HAVE MADE MESS IN MY PANTS THHHHHHHHHAAAAAAAAAAAANK YOU

    ReplyDelete
  8. Alekmaul your amazing you keep doing amazing things your a outlaw among dingux fans and best of all your on vatives side thank you so much.This thing will go nowhere without native stuff.In order to sell to the average user it must be easy to take advantage of everything.Minisd adapters and cards arent sold everywhere and getting dingux going is tough for some people.

    Thank you...............

    ReplyDelete
  9. Thanks for the amazing Emulator, Alekmaul!!!

    A Final Burn Alpha Native (cps1,cps2,neogeo,cave,psikyo,etc) would be FANTASTIC!!

    ReplyDelete
  10. Thanks AGAIN, alekmaul!!!!

    ReplyDelete
  11. I think it's the same as dingux, I mean, same speed. The sound is low. Overal, it's as slow, or fast, as the dingux one, and it runs less games...

    ReplyDelete
  12. Any good beat'em up games?

    ReplyDelete
  13. Baddudes vs dragon ninja WORKS, SO DOES SHADOW DANCER

    ReplyDelete
  14. You can add Karnov, Karate Champ, Mr.DO, and Punch Out!!! to the list of working titles.

    505mcasias on youtube

    ReplyDelete
  15. I tried to change the keys for Robotron but just got stuck on the 'mame' gmae specific menu. Can someone give me specific instructions to change the keys please.

    ReplyDelete
  16. This is INCREDIBLEEEEEE.
    but on tv -out I can see only lines(syncronisations maybe)any ideas? THANK YOU

    ReplyDelete
  17. I have a problem really anoying, when i enter in a game runs great, but i cant leave de game no matter what shift combination i do, SHIFT+L+R Dont work, then got stuck in that game, only way to leave is reset the dingoo, and i dont know how to change the shifted keys to asign other function for leaving a game... help will be very apreciatted.

    ReplyDelete
  18. Can't figure out how to configure the "Y" button as the "P1 Right/Left" control. This means no shooting to the left in Robotron. :-( Can map the other three buttons, but for some reason the "Y" button just doesn't stick on the Input remapping screens.

    ReplyDelete

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