fMSX for Dingux 1.1.0

by wolf_ on 18-10-2009, 20:36
Topic: Emulation
Languages:

The handheld Dingoo is a nifty little console, cheap, and very popular. A few months ago, openMSX for Dingux (Linux for the Dingoo) became a reality, and now fMSX follows! ZX81 offers fMSX for Dingux 1.1.0, the version which was previously ported to GP2X-Wiz. In addition, the source code is available.

Relevant link: fMSX for Dingoo/Dingux

Comments (8)

By cax

Prophet (3721)

cax's picture

19-10-2009, 20:59

It seems I cannot make it run with real MSX speed by default. This means I should play with clock and fps parameters each time I load the new game.

I'd like "fill" renderer to fill the screen vertically too - at least as an additional option.

Also it misses setting ROM type for the ROMs which type cannot be identified properly by the emulator itself.

In all other aspects this emulator performs much better than openMSX I was using before, especially in keys mapping and state loading time.

Bravo, Zx81 !

By Manuel

Ascended (15360)

Manuel's picture

19-10-2009, 21:43

Don't worry, state loading time has been fixed in openMSX already. We've been working hard to optimize some bottlenecks that appeared on Dingoo. Feel free to join our IRC channel for a snapshot binary of the latest stuff!

I am about to take a look at the key bindings as well. What key binding would you suggest?

By zx-81

Supporter (5)

zx-81's picture

20-10-2009, 22:46

@cax: you can modify and save all default settings you want when you just start the emu. Then the next time the emu start, you will retreive all your previously saved settings / mapping etc ...

Zx

By cax

Prophet (3721)

cax's picture

20-10-2009, 23:25

zx81:

I am sorry to say that again, but the I didn't find the ROM type setting in any menu.
As for the rendering, "fill" option would be nicer if it will indeed fill the whole screen, not only horizontally.

Or maybe you are trying to say the emulator was exactly the same on GP32 and you just ported it as is ?

Thank you in advance for helping me with the issues above.

By cax

Prophet (3721)

cax's picture

20-10-2009, 23:34

manuel:

Great to see you made some progress.
I think you should publish your work from time to time - popular Dingux distributions still have the first openMSX pre-release version inside, which has freezing and other old issues.

IMHO keys mapping in fMSX-Dingoo is implemented the way I wanted it: fully configurable. Every Dingoo key may be assigned either MSX key press or emulator function (e.g. state loading). Also it uses some keys as switches, doubling or tripling by this a number of easily accessed keys/functions.
I also like the virtual keyboard in it.

Are you planning to add other renderers - e.g. "fill" one ?

By Manuel

Ascended (15360)

Manuel's picture

21-10-2009, 00:07

What exactly do you mean with 'fill'?

We will try to put out a new binary soon.

By cax

Prophet (3721)

cax's picture

22-10-2009, 00:14

manuel, I am talking about resizing the screen to the size of the Dingoo screen, which is bigger than 256x212, and eliminating the border.

By Manuel

Ascended (15360)

Manuel's picture

22-10-2009, 12:55

The openMSX output window is 320x240, matching the Dingoo's resolution. It's possible to stretch this, but then you miss part of the border (or the complete border if you size up to 256, which means horizontal scrolling games may also loose part of their sides). On the other hand, with 320, the border is bigger than what you can see in most real machines. (I doubt that fMSX supports border effects.)

On desktop PC's we offer the option "horizontal_stretch" to overcome this. Because it uses OpenGL, it doesn't cost any CPU cycles. But on Dingoo this is another story...

At the moment we're first concentrating on improving start up time (currently 2.7 seconds without software db, if you include the full software db, it's 3 seconds longer), state load time (should be very short now) and key bindings.