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  • wraggster

    by Published on July 27th, 2009 15:58

    Booboo keeps us going with another update of his work on linux for the Dingoo A320:

    The final display device, your LCD, works at a fixed frequency which results in a certain refresh rate. Think of it as the screen being "painted" a lot of times per seconds. The "painting" of the screen is an standalone process that is performed by a chip on the LCD itself from its own memory. Think of what would happen if you change the memory contents while the screen is being painted. The only way to do this is to have some kind of syncronization signal from the LCD chip. That way, you wait until the right moment and update the memory contens while they are not being used.

    Now think that things are even more complex: actually there are at least three processes and three memory buffers involved: an application normally has an internal buffer where it writes a whole screen before sending it to display. Then the framebuffer driver in the linux kernel has another buffer where contents sent by the application are stored, and finally there is the already mentioned LCD internal buffer. Transfers from one buffer to the next must all be synchronized somehow to the screen painting in order to avoid the tearing effect.

    Now for the bad news: I'm yet to confirm it, but the A320 hardware design is... well, let's say it's not the best I've seen. I believe there is no way to read the "repaint" status of the LCD or get a synchronization signal which would allow the linux kernel framebuffer driver to transfer contents to the LCD memory in a way that would not cause some tearing. The LCD controller has registers that expose this information, but they cannot be read because the R/W signal is just not connected to the display. The CPU has a dedicated R/W signal for the LCD but the designers ignored it and just left the LCD stuck in write mode. You can write the registers but you cannot read them. This is also the cause of the impossibility of autodetecting the LCD type: again, both known LCD types have specific registers to identify the model, but we just can't read them !!!. There are some other blatant design mistakes for which they had to implement a workaround, but they are not related to tearing.

    It is a shame: LCD synchronization is perfectly possible but they seem to have taken all steps to make it impossible. There might be a very twisted way to somewhat achieve synchronization, but I'm yet to investigate it.

    Anyway, you may be wondering: why do some games/emulators show tearing in the original firmware and not in dingux or just the opposite?. It has to do with frequency mixing. The math behind it is far from simple, but it can be summarized this way: when you mix two frequencies you obtain both the sum and the substraction. If the framebuffer driver is refreshing the LCD at 70Hz and the LCD is refreshing the pixels at 50Hz you get both 20Hz and 120Hz. In this case you won't probably see any tearing because both frequencies are high enough, but now think what would happen if an application happens to refresh the framebuffer at 55Hz. You get 5Hz and 105Hz, and you bet the 5Hz are pretty visible.

    Now think that as I said earlier, there are at least three processes/buffers involved and that each one works at its own frequency.

    We can program the LCD refresh rate. We can set it higher or lower, it doesn't matter. What matters is its relation to the refresh rate of the application that is using the screen at a given time, and that, of course, changes from one application to another.

    I'll keep on investigating about the whole LCD subsystem and find a way to mitigate the tearing effect, but bear in mind that with current hardware it might be impossible. Note also that as a last resort the LCD refresh rate could be changed in a per-application basis to minimize the tearing in each case.

    http://www.dingux.com/2009/07/on-screen-tearing.html ...
    by Published on July 27th, 2009 15:47

    Newly released today is the biggest game of the year for Wii Owners so far:



    Summer already here but you have not planned your family trip yet? let Wii Sport Resort give you some inspiration.

    Tennis and bowling are good activities, but want to try out more exotic sports such as canoeing? Pick up your Wii remote control and slap the motion plus gadget onto it.

    With the motion plus sensor attached, the remote control can track 3D movements and is even more sensitive to your actions. This opens a world more options.

    You can use the remote control as the pedals of a bicycle or to steer your canoe, since it now senses your arm's circular movments.

    Burn some more calories this summer, visit the sports resort and get a taste of the most uncommon sports. Wii Sports Resort is available for English speaking gamers

    Get yours here --> http://www.play-asia.com/SOap-23-83-...j-70-3eu5.html ...
    by Published on July 27th, 2009 15:38



    Asian markets have had them forever, Americans have had them for a while, and hey, even Canadians can now purchase PlayStation Network pre-paid cards. But what about Europe?

    http://kotaku.com/5323395/europe-fin...ting-psn-cards ...
    by Published on July 27th, 2009 15:33

    via Engadget



    While Palm is busily engaged in a game of domination with Apple to see which one can keep iTunes sync working or broken the longest, the Pre homebrew community hasn't been sitting idle, introducing two new and painless ways to get homemade software up in your handset. The first is a desktop app called WebOS Quick Install that works on Mac, PC, and Linux, allowing installation with just a drag, a drop, and a click. The other is called fileCoaster, enabling users to download and install IPKs right on the phone itself, plus other files too. Two great apps for fans of unofficial softwares and good tidings for a warm future of basement innovation -- only a month after the first custom apps came to light.

    http://www.precentral.net/installing...rop-device-too ...
    by Published on July 27th, 2009 15:32

    Wii Sports Resort has entered the UK all-formats chart at number one, knocking EA's Harry Potter & The Half-Blood Prince down to the number two position.

    Sales data from the latest Chart Track chart, covering the week ending July 25, shows the MotionPlus-bundled Nintendo game has had the fourth biggest-selling week one for a Wii title ever, just behind Wii Fit, Mario Kart Wii and Mario & Sonic at the Olympics. Although, its predecessor Wii Sports was never actually tracked as a software item and has sold in high volumes as well.

    Elsewhere in the chart, third-party MotionPlus-supported titles Virtua Tennis 2009 (number 13) and EA's Grand Slam Tennis (number 25) also continue to do well.

    Sales for the aforementioned Harry Potter & The Half-Blood Prince remained steady however, down just four per cent on the previous week, and Tiger Woods PGA Tour 10 sales were also comparable to the week prior, down three per cent, enabling the title to hold onto its number three place.

    Another non-mover is Wii Fit at number four, which saw a sales increase of three per cent last week.

    Below it at number five, Transformers: Revenge of the Fallen saw a 13 per cent drop in sales, and Fight Night Round 4 dropped one place to number six following a 24 per cent sales decrease. Ubisoft's Call of Juarez: Bound in Blood sales were down 19 per cent, and EA's The Sims 3 were down 11 per cent.

    Call of Duty 4: Modern Warfare and EA Sports Active both hold their previous week's positions of number nine and ten respectively.

    The full chart is as follows:

    01 Wii Sports Resort
    02 Harry Potter and the Half-Blood Prince
    03 Tiger Woods PGA Tour 10
    04 Wii Fit
    05 Transformers: Revenge of the Fallen
    06 Fight Night Round 4
    07 Call of Juarez: Bound In Blood
    08 The Sims 3
    09 Call of Duty 4: Modern Warfare
    10 EA Sports Active

    http://www.gamesindustry.biz/article...software-chart ...
    by Published on July 26th, 2009 19:33

    Heres a rather great post made over at a320 freeforums.org that helps towards the problem of not understanding how linux works on the Dingoo, heres the post in full:

    Note: Lots of folks sent me emails regarding problem they were having after extracting the previous Partitions2imge.zip file. I am really sorry about that I have just fixed it and reloaded the new file (partition.tar.gz). If you compress files and folders with .zip format than all your files and folders looses it's original credentials. But if you compress them with .tar.gz format all the files and folders will still have their original credentials. For that reason all the folks were getting the error message which says init cannot be executed.




    HELLO FOLKS, Z_MAN3007 IS BACK, BUT THIS TIME NOT WITH VIDEO BUT WITH FILES. YES, THAT'S RIGHT WITH FILES. ALL YOU HAVE TO DO IS CREATE PARTITIONS IN YOUR MINI-SD CARD AND DOWNLOAD ZIMAGE FILE TO YOUR FAT32 PARTITIONS AND THE partition.tar.gz file to your EXT3 partition. That's all you need and than just download roms for MAME, SNES, SEGA MASTER SYSTEM , and GNUBOY. After that you can paly without any problem, also on top of that MAME display problem has been fixed and I have put that as well in the Partitions2image.zip file. So, what does that mean?


    That means you don't have to download dmenu, mame, snes, master system and not only that everything has been configured for you. All you need to do is just create the 2 partitions on your mini-sd card and download zImage_dual_boot_installer_ILI9331 or ILI9325 (depending on your LCD Controller) to the FAT32 partitions and the partition.tar.gz file to your EXT3 partition and extract the file in your EXT3 partitions. If you don't know how to do that please refer to my step by step videos. Here is the download links.


    1. http://dingoo-linux.googlecode.com/f...090707-ILI9331 - THIS IS THE ILI9331 ZIMAGE FILE

    2. http://dingoo-linux.googlecode.com/f...090707-ILI9325 - THIS IS THE ILI9325 ZIMAGE FILE


    NOTE: Once you copy and paste them to the FAT32 partitions don't forget to rename the zImage_dual_boot_installer_ILI9331 OR ILI9325 to zImage.



    Rename to
    zImage_dual_boot_installer_ILI9331 ----------------------------> zImage

    Rename to
    zImage_dual_boot_installer_ILI9331 -----------------------------> zImage



    Here is the link for partition.tar.gz file:


    http://www.mediafire.com/?tnuymytzwny - EXT3 Partition file. (Once you copy to your EXT3 partitions don't forget to extract the file inside the EXT3 partition.


    Here is the ROM Folder's path for each emulators:


    MAME: /root/mame4all/roms
    SNES: /usr/games/roms/snes
    Sega Master Systems: /usr/games/roms/Seg-Master_System
    Gameboy: /usr/games/roms/gameboy


    PLEASE, PUT EACH EMULATORS ROMS TO THEIR RESPECTIVE FOLDERS. AT THE END PLEASE ENJOY.........

    To those of you like me who arent a dab hand at linux let me know if this helps, if i get time myself ill have a try. ...
    by Published on July 26th, 2009 17:33

    The Dingoo gets another release sadly for Dingux rather than a native port, what would be cool if there was a foolproof download that did all the work for you rather than messing with linux at all, but hey this is a newspost concerning a new game for the Dingoo so lets get to it

    Heres the release news from darfgarf

    yep, ported it, had to scale down all the sdl_blits form 640x480 to make it work, so if there's any images that look huge, just give me a shout with some kind of hint how to find it and fix it
    also there's no sound control, so either fix it yourself or live with it (i have put the initial volume down from what it was, if you really want go into the options screen and guess where the control is, but the option screen is screwey anyways (due to scaling the graphics or something)


    UPDATE: when you pressed hte bomb button, they were all used at once, this is now fixed


    to run:
    ./defendguin from menu system/whatever

    it's loaded once the sound starts, just hit a and you'll get the main menu

    buttons:
    d-pad:move ship
    A:laser
    B:bomb
    L:afterburner of some kind, doesn't really do much
    R:change direction
    EDIT:
    push power button to exit while in game

    think that just about covers how to use it, enjoy (and if anyone suggests i port a hardcoded 640x480 game again, i'll scream )

    Download and Give Feedback Via Comments ...
    by Published on July 26th, 2009 17:25

    DarK_SharK has released a new version of his rather cool looking 2D beat em up for the PSP, take a look at the video:



    Heres whats new:

    Updates:
    More Characters
    More Transformations
    5 scenarios
    Platforms in-game
    Damage System
    Options Menu
    Timing X Mode
    Shop System with Money
    Trophies Improved and more objectives (Objectives)
    Save Automatic
    Free memory Improved (More cleans)
    Life Bars and Hit Combos Improved
    Loadings Improved (Super Clean Memory)
    Items in Game
    New Graphism
    CPU with Transformations

    Download and Give Feedback Via Comments ...
    by Published on July 26th, 2009 17:14

    News/release from Canavar, SplinterGU



    Terminal emulator with touchscreen support.

    Download Here ...
    by Published on July 26th, 2009 17:12

    Technik has released Revolution Engine v0.4alfa1:

    Revolution Engine is the very First homebrew 3D Game Engine for Wii. It is directly based on GX without any GL wrapper or similars. Natively designed for Wii, is capable of generating best homebrew graphics ever seen on this games console.

    Version 0.4
    Revolution Engine 0.4 is the first mature version of the engine, and so the first version published here at wiibrew. It's being released through various steps for better feedback, and for creating a better result for the final release. This is why revolution engine 0.4 is released in alfa versions before being complete.

    Current Features
    Revolution Engine 0.4 alfa 1 Supports:

    3D System
    Tirangle meshes, Quad meshes and mixed meshes Rendering
    Advanced transparency
    Custom file formats for 3D meshes
    Vertex lighting, software based
    Multiple cameras
    Node Based
    Material System
    Textured Objects
    U V coordinates
    Diffuse Color
    Specular Color
    Transparency
    Glossmap or glossiness
    Specularity
    Tiling (Under construction)
    Mixed through TEV
    2D system
    Node Based
    True type texts, GX Based
    Multiple Viewports
    Solid panels
    Image-based panels
    IR pointers for up to 4 players
    Buttons
    Windows
    Miscellaneous
    Content Manager (Under construction)

    Download and Give Feedback Via Comments ...
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