I just made a new version of FGL for the latest version of my native SDK (so you can download it from google-code). I added an animated md2 loader to allow for some more impressive 3d graphics, some screenshots are below.
At a guess I'd say you can probably aim at playstation 1 sort of graphics, I added sprite drawing and a few other things and I can tell you how to optimize certain things to make the most from it. If you use blending or transparency that'll slow it down, and lighting/shading can slow it down...
I've just uploaded revision 18 which now contains multi-threaded audio and an example of it's use, the audio isn't complete yet but it's functional and efficient.
Version 114 is released, everybody using the SDK should update to this version since it uses patched code to allow it to run on HK dingoos too, it also decreases the loading time of APPs on normal dingoos.
The download link at the top now points to the updated download.
I fixed the linker script problem and I've released revision 6 which contains some minor changes and the MineSweeper sample.
You can download it from the updated link at the top.
fishybawb: not yet but I might upload some soon just for you, I also contacted other dingoo native devs to get them to contribute so they may add something too.
I have got a sample of audio but it's pretty poo at the minute so I'll need to find some time to polish it up a bit.
Reesy: Thanks.
I've combined approaches from multiple sources to create a platform independent Native Dingoo SDK.
It contains the source for all the tools used to create it and contains sample applications, libc source code and makefiles to show users how to simply and cleanly make applications for the Dingoo...
Not really stealing that's the problem, normally I don't put any constraints on my code at all and say people can use it for what they want without credit, but I don't really want that happening with this. So I'd rather anyone who wants to see the code for a legitimate reason just emailed me so...
Not yet, doesn't even use assembly yet but it should compile to some fairly optimal code. Don't wanna mess with asm till I do the dynarec stuff, doesn't seem much point.
I've made a fast software 3d graphics library for the dingoo, it'll work on dingux too but I thought it was time native coding got some lovin' ;) Hopefully that "3D Game" title should stop being so much of a lie.
It's basically a fast fixed point graphics library based on an opengl style...
JoyRider helped me to get the libraries that come with the s2dsdk toolchain to work so that we don't need to do that anymore, unfortunately half of the libraries are broken or not fully compatible with the dingoo for some reason, so it'll be a bit of work to figure it all out when I have some time.
I have now come to a point where I'm stuck due to my lack of knowledge of MIPS and GCC.
The source for all the functions can be found in the library files that come with the mips toolchain, so that's become pretty easy, however the functions linked in entry.a are only a very small (and limiting)...
There's a better source for ucosii than the one you downloaded and it has definitions for radio and other pcm functions on the ingenic ftp: ftp://ftp.ingenic.cn/3sw/02rtos/01uCOS/ucosii_0430.rar
I've got nearly all the functions defined, I'll post my progress soon.
I am releasing my second game Astro Lander, which is a fully playable lunar lander game.
Screenshots:
Instructions:
Downloads:
Download the Game
Download the Source
EDIT: For those of you interested in the code side of things, this release contains the most optimized triangle fillers and...
I've uploaded a new version, with some new library code. The game plays identically, however it no longer busy loops and there is the code for the beginnings of a libgcc so that unsupported types like uint64_t can be used (and eventually floats).
I should probably turn this into a proper sdk and...
Not on mine, it was only visible when flashing the screen very rapidly, do you have a white a320 with the slower memory cause that could cause a big difference in the screens update rate, mine is a black one.
Nope uintptr_t is an integer type in the c99 standard defined to be big enough to hold...
I found out how to stop it busy looping, in entry.a there is a function from micro c/os-ii:
void OSTimeDly(uint16_t ticks);
This causes the task to be rescheduled, unfortunately the wise folks at dingoo didn't include OSSetTicksPerSec function to calculate the tick rate. I know the OSTimeDly...
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