Category: Dingoo
Dooom v1.1 (Dingoo misc Port)

Dooom is a Doom port for the Dingoo Native OS by the_wub, which itself is based mainly on the Chocolate Doom source port by Simon Howard.

Release notes:

I’ve uploaded version 1.1 to the google code page. This version lets you put all your wads in the dooom folder with a separate command line file for each wad. The wad selector lets you select either a wad file or a command line file and I’ve changed the file format of the command line files to .txt to make editing easier with notepad!

The really important bit: You must also specify the wad needed for a total conversion or modded wad with the -iwad command line option.

So, for Aliens Total conversion I now have this:

chocolate-doom -deh atcud19.deh -merge alitcsf.wad -file alitcsnd.wad alitcwad.wad -iwad doom.wad

You can save the command line file as anything you like .txt This is a lot easier to use now but I will have a look at getting it working with wads in separate folders with a proper savegame folder for each.

http://boards.dingoonity.org/dingoo-releases/dooom-a-doom-port-for-the-dingoo-native-os/

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Dooom v0.8 (Dingoo misc Port)

Dooom is a Doom port for the Dingoo Native OS by the_wub, which itself is based mainly on the Chocolate Doom source port by Simon Howard.

Changes:

– Removed my stupid music volume hack that prevented music from being completely muted.
– Fixed enemy AI problems and BFG ammo bug by adding back dehacked support.
– Added support for modified wads. If all you want to do is play the official wads then the app will work exactly as it did before (with all your wads in the Dooom folder). To run a modified wad or total conversion you will need to create a text file called “comline.wub” that contains the command line options needed. It is also best to make sure that the Dooom folder only contains the files needed for the wad you want to play. It *should* be possible to specify these details with the command line options but I haven’t been able to do so reliably yet. For example, Aliens TC needs these files: ALITCSF.WAD, ALITCSND.WAD, ALITCWAD.WAD, ATCUD19.DEH and DOOM.WAD
– The command line options to run the wad are: chocolate-doom -deh atcud19.deh -merge alitcsf.wad -file alitcsnd.wad alitcwad.wad – Copy/paste that line of text into a new notepad document and save it as “comline.wub” in the /GAME/DOOOM/ folder.
– When you launch the app you can select an over-clock value as before and then press START to launch the wad. More information on running some of the popular wads can be found here: http://www.chocolate-doom.org/wiki/index.php/Category:TCs
– The command line can also be used to launch an official wad with extra options like -nomonsters etc…

http://boards.dingoonity.org/dingoo-releases/dooom-a-doom-port-for-the-dingoo-native-os/

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Temper v0.80 for Dingoo Native v1.0 (PCE emu for Dingoo)

Temper for Dingoo Native is an NEC PC Engine emulator originally coded by Exophase and ported by Slaanesh. It plays HuCard, CD, SCD, AracdeCD and SuperGfx games mostly at full speed.

http://www.slaanesh.net/2013/07/temper-080-for-dingoo-native-v10.html

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Dingoo Emulation Pack v2.0 (Dingoo misc)

lion_rsm has been working hard to bring us an updated Dingoo Emulation Pack. All emulators included to run on native Dingoo without the need of modification or installing Dingux. News via Dingoonity-Board.

Changes:

* Significant code refactoring
* Changed color theme to new one named “Orange” for DEP v2.x
* Maximum size for box cover changed to 200×200
* Now box cover is more visible as result of edging frame adding
* Fixed menu title absent during rom loading or first time menu open
* Fixed platform logo placement in UI
* Fixed animation speed in hidden extra menu
* Added frame rate synchronization in various UI menus
* Now sound volume in emulators changes nonlinear (lower value has a greater effect)
* Added saving and loading of the current game state in “Old School” mode
* DingooNES, DingooSMD, DingooSNES: Added support for IPS patches
* DingooNES: Fixed sprites per scanline limitation
* DingooSMS: Added Coleco Vision console support
* DingooSMS: Added separate GFX resources for each supported platform
* DingooSMS: Added backdrop support for Game Gear platform
* DingooSMS: Fixed a lot of various minor runtime problems
* DingooSMS: Fixed periodical crash after game state load
* DingooSMS: Fixed some sound issues and delay on emulation start
* DingooPCE: First release

http://drlionrsm.blogspot.co.at/2013/07/dingoo-emulation-pack-v20.html

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FHeroes 2 (18-03-2013) (Dingoo Linux misc)

The Free Heroes II project (FHeroes 2) aim to create a free implementation of Heroes of Might and Magic II engine using SDL.

Changes:

– 3/18/13: recompiled with AI support, sorry for missing this out on first build

http://boards.dingoonity.org/dingux-releases/new-fheroes2-r3036-for-opendingux-2012-06-16-%28first-end-user-release%29/

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OhBoy v1.0.5 (Final) (GBC emu for Dingoo)

OhBoy is a Gameboy and Gameboy Color emulator for native Dingoo, initially made by UBYTE.

http://code.google.com/p/ohboy/

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ScummVM v1.6.0 (misc)

ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!

Some of the adventures ScummVM supports include Adventure Soft’s Simon the Sorcerer 1 and 2; Revolution’s Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep’s Inherit the Earth; Coktel Vision’s Gobliiins; Westwood Studios’ The Legend of Kyrandia and games based on LucasArts’ SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.

Release notes: 1.6.0

New Games:
– Added support for 3 Skulls of the Toltecs.
– Added support for Eye of the Beholder.
– Added support for Eye of the Beholder II: The Legend of Darkmoon.
– Added support for Hopkins FBI.
– Added support for Tony Tough and the Night of Roasted Moths.
– Added support for The Journeyman Project: Pegasus Prime.
– Added support for the Macintosh version of Discworld 1.

General:
– Added a new save/load chooser based on a grid of thumbnails. This is only supported for resolutions bigger than 640×400. The old chooser is still available and used for games without thumbnail support. It is possible to select the old one as default too.
– Rewrote VideoDecoder subsystem.
– Added Galician translation.
– Added Finnish translation.
– Added Belarusian translation.
– Using the mouse wheel on a slider widget now changes the value by the smallest possible amount. This is more predictable than the old behaviour, which was to change the value by “one pixel” which would sometimes not change it at all.
– Updated MT-32 emulation code to latest munt project snapshot.
– Added FluidSynth settings dialog, mainly for reverb and chorus settings.
– Fixed crash on certain Smacker movies.

Cine:
– Improved audio support for Amiga and AtariST versions of Future Wars. Now music fades out slowly instead of stopping immediately. Sound effects are now properly panned, when requested by the game.

CGE:
– Soltys contains a puzzle requiring the ALT key to be pressed while clicking on an object. This puzzle has been disabled on devices not using this key.

Drascula:
– Resolved multiple UI issues with the original save/load screen.
– Added advanced savegame functionality, including savegame timestamps and thumbnails and the ability to load and delete savegames from the launcher. It’s now possible to use the ScummvM save/load dialogs.
– The F7 key (previously unmapped) now always shows the ScummVM load screen. The F10 key displays either the original save/load screen, or the ScummVM save screen, if the user has selected to use the ScummVM save/load dialogs.

Dreamweb:
– Now that the game is freeware, there is a small extra help text showing the available commands in the in-game terminals when the player uses the ‘help’ command. Previously, players needed to consult the manual for the available commands. Since this reference to the manual is a form of copy protection, this extra line can be toggled by the ScummVM copy protection command line option.

Groovie:
– Simplified the movie speed options, and added a custom option for The 7th Guest. Movie options are now “normal” and “fast”, with the latter changing the movie speed in T7G to match the faster movie speed of the iOS version. The game entry might need to be readded in the launcher for the new setting to appear.

SAGA:
– Added music support for the Macintosh version of I Have No Mouth and, I Must Scream.

SCUMM:
– Implemented Monkey Island 2 Macintosh’s audio driver. Now we properly support its sample based audio output. The same output is also used for the m68k Macintosh version of Indiana Jones and the Fate of Atlantis.
– Improved music support for the Macintosh version of Monkey Island 1. It now uses the original instruments, rather than approximating them with General MIDI instruments, and should sound a lot closer to the original.
– Added sound and music support for the Macintosh version of Loom.
– Handle double-clicking in the Macintosh version of Loom.
– Major bugfixes in INSANE (the Full Throttle bike fights).

TOUCHE:
– Added support for Enhanced Music by James Woodcock (http://www.jameswoodcock.co.uk/category/scummvm-music-enhancement-project/).

http://scummvm.org/news/20130531/

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MAME4ALL v1.1 (Arcade emu for Dingoo)

MAME4ALL emulates multiple Arcade classics on Dingoo’s native OS. This update presented by Slaanesh comes after three years of waiting, so if you happen to have on of these obscure Dingoo’s at home… what you are waiting for?

http://www.slaanesh.net/2013/05/mame4all-v11-for-dingoo-native.html

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GMU Music Player v0.9.1 (Pandora, Caanoo, OpenDingux Application)

Gmu is an open source music player. Gmu supports Ogg Vorbis, MP3, Musepack, FLAC and various module formats (such as s3m, stm, it, etc.). It also includes a playlist and a file browser.

Changes:

* Volume control in gmuc Gmu ncurses interface
*Flush input buffer in gmuc when handling scrolling to allow for more precise scrolling on slower devices
* New Gmu command line option -l: Allows to specify a playlist file to load on start
* Minor update to the default theme with the large font (playback time was a little off-screen on small displays)
* README.txt update (adding some more information about gmuc)
* BUILD.txt update (adding some information about the various Makefile targets)
* Configuring gmuhttp to listen on external interfaces should work reliably now

http://wejp.k.vu/gmu/gmu_0_9_1_released

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Airball SDL (14-01-2013) (OpenDingux Game Port)

Airball is a game originally published in 1987 by Microdeal. So far the game exists on Dragon 32/64, Atari ST, Amiga, MS-DOS, Atari 8-bit, Game Boy Advance and Android.

Shin-NiL took himself a couple of hours to port Clement Corde’s Airball SDL to the Dingoo A-320 handheld (running OpenDingux).

Turned into a ball by an evil wizard, you’ve to explore and master tons of rooms finding ingredients to brew stuff to get your former human shape back. The ball will deflate and needs air refilling on a regular base, which puts you into serious time pressure. Although Clement’s SDL remake is slightly easier, it’s still a very hard and challenging game.

Airball (Amiga) – Full game completion

Watch this video on YouTube.

http://boards.dingoonity.org/dingux-releases/airball-remake-opendingux/

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