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PCSX4ALL será?

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PCSX4ALL será?

Mensagem por flpstr em Sex 24 Jun 2011, 9:28 pm

Relembrando a primeira mensagem :

Bom galera alguem sabe se tem uma boa pessoa que está portando esse ótimo emulador de ps1 que é bem superior ao PSX4All bom porque eu abri o código fonte dele e me desanimei pois é muito grande
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Re: PCSX4ALL será?

Mensagem por flpstr em Qua 29 Jun 2011, 6:56 pm

ibm 5155 escreveu:Bem foi mal pelas duas perguntas mas...
Seria dificil portar o zdoom para o dingux?
E, para portar algo para o dingux precisaria saber mais ou menos o que? (resumindo eu não sei nada sobre programação, fora como funfionam eles já que é identico ao acs do doom)
Eu "tinha" tentado porta-lo mas eu nem sei por onde começa Sad.

Mais uma coisinha:boa sorte no seu port Smile
Bom c c++ java
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Re: PCSX4ALL será?

Mensagem por ibm 5155 em Qua 29 Jun 2011, 7:14 pm

deixe quieto, eu iria perguntar se para portar algum programa para o dingux você somente teria que adaptar os controles, configs de som e video no port.
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Re: PCSX4ALL será?

Mensagem por Weslei em Qua 29 Jun 2011, 10:16 pm

nossa gente achamos alguem que sabe mexer em pcs muito bem e nos queremos exigir demais dele kkk
se eu soubesse mexer e c++ eu te ajudava velho
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Re: PCSX4ALL será?

Mensagem por flpstr em Qui 30 Jun 2011, 7:37 am

Que isso eu só um basico eu nao um expert como muita gente é que eu nao fiz nenhuma faculdade ainda né fazer o k 14 anos mas um pouquinho eu sei
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Re: PCSX4ALL será?

Mensagem por Fidel www.akira.clan.su em Qui 30 Jun 2011, 11:14 am

flpstrquerendoumdingoo!!! escreveu:Que isso eu só um basico eu nao um expert como muita gente é que eu nao fiz nenhuma faculdade ainda né fazer o k 14 anos mas um pouquinho eu sei
E aí, conseguiu portar agora?
Ou está conseguindo?
Ou não deu?
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Re: PCSX4ALL será?

Mensagem por Harry em Qui 30 Jun 2011, 12:33 pm

Isso é complicado msmo,num é assim O.o
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Re: PCSX4ALL será?

Mensagem por joeycaruzo em Qui 30 Jun 2011, 2:01 pm

Pcsx4all é superior ao psx4all, mas mesmo assim é meio pesado para o dingoo. continue portando, blz?


Última edição por joeycaruzo em Qui 30 Jun 2011, 2:25 pm, editado 1 vez(es)
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Re: PCSX4ALL será?

Mensagem por ibm 5155 em Qui 30 Jun 2011, 2:17 pm

Bem, pelo que eu vi para portar algo eu precisaria do ubuntu, to criando uma maquina virtual dele e to com o codigo fonte do zdoom, vo ve se sai algo (espero)

Fiz um spolier para não poluir muito o topico
Spoiler:

EDIT:os comandos e tudo mais para mim não vai ser problema, já que qualquer coisa eu do um search neles na net...
A estrutura do c++ eu sei como funciona já que é igual ao acs, que eu sei.

Agora me resta sabe o que eu precisa modificar no port para que ele funcione no dingux.

EDIT2:intalei o ubunti e consegui criar o teste.dge
E agora, para arquivos que possuam mais de um .c .c++ o que fazer?

EDIT3:acho que com isso eu consiga talvez compilar o zdoom para o dingux http://zdoom.org/wiki/Compile_ZDoom_on_Linux

EDIT4:consegui compilalo no ubuntu Very Happy, e agora para o dingux, teria alguma diferença que eu precisaria fazer do que se segue no link assima?

EDIT5:rodou com o comando ./zdoom, porem na hora de abrir o mapa ele trava Sad
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Re: PCSX4ALL será?

Mensagem por flpstr em Qui 30 Jun 2011, 5:48 pm

Boa sorte ibm
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Re: PCSX4ALL será?

Mensagem por Kratos em Qui 30 Jun 2011, 5:52 pm

Boa sorte. [2]
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Re: PCSX4ALL será?

Mensagem por Harry em Qui 30 Jun 2011, 6:27 pm

Boa sorte.[3]
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Re: PCSX4ALL será?

Mensagem por ibm 5155 em Qui 30 Jun 2011, 6:57 pm

pelo visto vo precisa de muita sorte kkkk
Mas já consegui faze-lo rodar no ubuntu, só que eu não achei nenhum arquivo.c para convertelo ao dgm(executavel do dingux não lembro agora)... Bem vo continua tentando, e depois se eu consegui algo eu crio um forum Smile
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Re: PCSX4ALL será?

Mensagem por flpstr em Qui 30 Jun 2011, 6:59 pm

Tambem instalei a maquina virtual do unbuntu
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Re: PCSX4ALL será?

Mensagem por ibm 5155 em Qui 30 Jun 2011, 7:05 pm

O problema meu nem é a maquina e sim o que que talveez tenha dado de erradoo na compilação, eu segui tudo direitinho do tutorial que eu vi, mas, não deu mto certo a compilação...
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Re: PCSX4ALL será?

Mensagem por Kratos em Qui 30 Jun 2011, 7:07 pm

ibm 5155 escreveu:O problema meu nem é a maquina e sim o que que talveez tenha dado de erradoo na compilação, eu segui tudo direitinho do tutorial que eu vi, mas, não deu mto certo a compilação...

Creio que vai conseguir!!!!
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Re: PCSX4ALL será?

Mensagem por ibm 5155 em Qui 30 Jun 2011, 7:33 pm

Eu sei q é mta coisa e falto uma parte mas vo posta aki pra ve se num pode te dado algum problema

Spoiler:
-- The C compiler identification is GNU

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-- Found ZLIB: /usr/include (found version "1.2.3.4")

-- Using system zlib

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-- /home/lucas/trunk/lzma/C

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-- Configuring done

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-- Build files have been written to: /home/lucas/trunk/release

sh: svnversion: not found

Failed to get current revision: Success



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/home/lucas/trunk/src/p_acs.cpp: In member function ‘int DLevelScript::RunScript()’:

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/home/lucas/trunk/src/p_enemy.cpp: In function ‘bool P_Move(AActor*)’:

/home/lucas/trunk/src/p_enemy.cpp:515:113: warning: converting ‘false’ to pointer type for argument 5 of ‘bool P_TryMove(AActor*, fixed_t, fixed_t, int, const secplane_t*, FCheckPosition&)’

/home/lucas/trunk/src/p_enemy.cpp:520:71: warning: converting ‘false’ to pointer type for argument 5 of ‘bool P_TryMove(AActor*, fixed_t, fixed_t, int, const secplane_t*, FCheckPosition&)’

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/home/lucas/trunk/src/p_mobj.cpp: In function ‘bool P_CheckMissileSpawn(AActor*)’:

/home/lucas/trunk/src/p_mobj.cpp:4982:54: warning: converting ‘false’ to pointer type for argument 5 of ‘bool P_TryMove(AActor*, fixed_t, fixed_t, int, const secplane_t*, FCheckPosition&)’

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/home/lucas/trunk/src/p_setup.cpp: In function ‘void P_LoadSubsectors(MapData*) [with subsectortype = mapsubsector_t, segtype = mapseg_t]’:

/home/lucas/trunk/src/p_setup.cpp:3729:53: instantiated from here

/home/lucas/trunk/src/p_setup.cpp:1327:4: warning: format ‘%u’ expects type ‘unsigned int’, but argument 3 has type ‘seg_t*’

/home/lucas/trunk/src/p_setup.cpp:1327:4: warning: format ‘%u’ expects type ‘unsigned int’, but argument 4 has type ‘seg_t*’

/home/lucas/trunk/src/p_setup.cpp:1337:4: warning: format ‘%u’ expects type ‘unsigned int’, but argument 4 has type ‘seg_t*’

/home/lucas/trunk/src/p_setup.cpp: In function ‘void P_LoadSubsectors(MapData*) [with subsectortype = mapsubsector4_t, segtype = mapseg4_t]’:

/home/lucas/trunk/src/p_setup.cpp:3743:55: instantiated from here

/home/lucas/trunk/src/p_setup.cpp:1327:4: warning: format ‘%u’ expects type ‘unsigned int’, but argument 3 has type ‘seg_t*’

/home/lucas/trunk/src/p_setup.cpp:1327:4: warning: format ‘%u’ expects type ‘unsigned int’, but argument 4 has type ‘seg_t*’

/home/lucas/trunk/src/p_setup.cpp:1337:4: warning: format ‘%u’ expects type ‘unsigned int’, but argument 4 has type ‘seg_t*’

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/home/lucas/trunk/src/p_user.cpp: In function ‘void P_CrouchMove(player_t*, int)’:

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/home/lucas/trunk/src/r_anim.cpp:578:8: warning: ‘min’ may be used uninitialized in this function

/home/lucas/trunk/src/r_anim.cpp:578:13: warning: ‘max’ may be used uninitialized in this function

/home/lucas/trunk/src/r_anim.cpp:537:8: warning: ‘min’ may be used uninitialized in this function

/home/lucas/trunk/src/r_anim.cpp:537:13: warning: ‘max’ may be used uninitialized in this function

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/home/lucas/trunk/src/sound/music_midi_timidity.cpp: In constructor ‘TimiditySong::TimiditySong(FILE*, BYTE*, int)’:

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[100%] Built target output_sdl

lucas@VirtualBox:~/trunk/release$ ./zdoom

ZDoom v2.5.0 - SVN revision 2508 - SDL version

Compiled on Jun 30 2011



M_LoadDefaults: Load system defaults.

Gameinfo scan took 0 ms

W_Init: Init WADfiles.

adding /home/lucas/trunk/release/zdoom.pk3, 525 lumps

adding ./doom2.wad, 2956 lumps

I_Init: Setting up machine state.

CPU Vendor ID: GenuineIntel

Name: Intel(R) Core(TM)2 Duo CPU T7300 @ 2.00GHz

Family 6, Model 15, Stepping 10

Features: MMX SSE SSE2 SSE3 SSSE3

I_InitSound: Initializing FMOD

FMOD Sound System, copyright � Firelight Technologies Pty, Ltd., 1994-2009.

Loaded FMOD version 4.26.36

#HOSS could not be initialized. Trying ALSA.

V_Init: allocate screen.

S_Init: Setting up sound.

ST_Init: Init startup screen.

P_Init: Checking cmd-line parameters...

G_ParseMapInfo: Load map definitions.

S_InitData: Load sound definitions.

Texman.Init: Init texture manager.

ParseTeamInfo: Load team definitions.

LoadActors: Load actor definitions.

R_Init: Init Doom refresh subsystem.

DecalLibrary: Load decals.

M_Init: Init miscellaneous info.

P_Init: Init Playloop state.

ParseSBarInfo: Loading default status bar definition.

ParseSBarInfo: Loading custom status bar definition.

D_CheckNetGame: Checking network game status.

player 1 of 1 (1 nodes)

Resolution: 640 x 480



#################################



#+MAP01 - entryway







*** Fatal Error ***

Illegal operand (signal 4)



Generating zdoom-crash.log and killing process 5844, please wait... Could not attach to process. If your uid matches the uid of the target

process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try

again as the root user. For more details, see /etc/sysctl.d/10-ptrace.conf

ptrace: Operação não permitida.

gdb-respfile-tPp2MV:1: Error in sourced command file:

The program is not being run.

Instrução ilegal

Desculpa pelo tamanhos das infos mas eu nao saberia como explicar isso ai.
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Re: PCSX4ALL será?

Mensagem por flpstr em Dom 03 Jul 2011, 7:42 pm

Bom observei e tem o pcsx4all para sdl ou seja linux
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Re: PCSX4ALL será?

Mensagem por kefka20 em Seg 04 Jul 2011, 12:26 am

boa sorte cara, n entendi bulhufas do que ei li
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Re: PCSX4ALL será?

Mensagem por www86 em Seg 04 Jul 2011, 10:16 am

Entre em contato com o nosso amigo madcat aki do forum, ele é programadro e pode ajudar, ele já postou vários tutoriais aki no forum de como programar para o Dingoo, creio que ele ajudaria muito.

link---> http://dingoobr.forumeiros.com/u249
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Re: PCSX4ALL será?

Mensagem por flpstr em Seg 04 Jul 2011, 10:17 am

www86 escreveu:Entre em contato com o nosso amigo madcat aki do forum, ele é programadro e pode ajudar, ele já postou vários tutoriais aki no forum de como programar para o Dingoo, creio que ele ajudaria muito.

link---> http://dingoobr.forumeiros.com/u249
Eu nunca tinha visto esse usuario mas tomara que ele queira ajudar
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Re: PCSX4ALL será?

Mensagem por joeycaruzo em Seg 18 Jul 2011, 5:18 pm

Esse emulador é bom de mais vou ver se roda castlevania nele Surprised
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Re: PCSX4ALL será?

Mensagem por flpstr em Seg 18 Jul 2011, 7:04 pm

O port está quase fracassado
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Re: PCSX4ALL será?

Mensagem por joeycaruzo em Seg 18 Jul 2011, 7:05 pm

Tudo bem... flower
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Re: PCSX4ALL será?

Mensagem por flpstr em Seg 18 Jul 2011, 7:07 pm

VOu tentar com outro cygwin mais atual
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Re: PCSX4ALL será?

Mensagem por ibm 5155 em Seg 18 Jul 2011, 9:28 pm

flpstrquerendoumdingoo!!! escreveu:VOu tentar com outro cygwin mais atual
Eu baixei o novo e o comando make não funcionava nem outros, tentei compilar algo e sem resultado...
Eu fiquei mesmo com o cygwin do science e com um ubuntu defasado.
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Re: PCSX4ALL será?

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