OpenTyrian Port for Dingux

Tyrian is an awesome game. So I’ve ported the SDL OpenTyrian to Dingux.

The data files for this game are now freeware, they can be found floating about on the web.

Some caveats:

  • The game doesn’t run full screen at this stage. (320×200 instead of 320×240)
  • Sound quality is less than ideal, especially voice samples and explosions.
  • Some degree of slowdown is noticeable when lots of objects are on screen.
  • Seems to be a large performance hit with transparent objects. DONT use “Pentium” quality setting, use “High” at best.

Installation instructions are in README-DINGOO.txt.

Download: opentyrian-src-dingux-1.0.1.tar.gz

Rise of the Triad Port for Dingoo A320 (Dingux)

Here it is. Works with the current dingux release.

You’ll need to download the shareware version, try here: Extract those files a directory on your SD card and copy rottsw to the same place. If you have the full version use the rott file instead.

NOTE: The game won’t work if HOME isn’t set to something writeable. Warpedflash’s does this so it should work fine there, other rootfs packages may do it too.
Please look at README-DINGOO for more information.

Download: rott-dingux-1.0.1.tar.gz

Simple volume control for Dingux

I noticed that by default the volume in Dingux is set to 100%. This is far too loud for the speakers or any of my headphones, and some programs don’t have volume control.

So I wrote a little program to set the global volume in Dingux. It simply sets the OSS main volume control, so it’s a 24 line C file.

Just plonk it anywhere on your device. To use it run:
./volset NUM
where NUM is the volume you want between 0 and 100. If you leave this out it defaults to 50.

Source is included, all you need to copy to your dingoo to run is the “volset” file. Compiled for and tested with ezelkow1’s uclibc rootfs.

Download: volset-0.1.tar.gz

GeneriShmup Update



  • Tile engine for backgrounds
  • Improved audio implementation
  • Wing powerup system
  • Map editor (close to fully functional)
  • More weapon mechanics (homing missiles, etc)
  • Sprite flipping
  • Some basic particle effects
  • Animated tiles
  • Multi-screen height scrolling (ala Thunder Force IV)

  • Player ship wing animations
  • Misc. background tiles (WIP)
  • New particle graphics (explosions, smoke, bullets)
  • Missile and charge-blast graphics





Gameplay videos:
WIP 23-03-2008 (6.7MB, MPEG4)

GeneriShmup (Working title)

A 2D side-scrolling space shoot-em-up in the style of late 80s/early 90s commercial games (i.e. R-Type, Thunder Force Series). I intend to make all the code, graphics and audio myself, so this will probably take some time. This is my first solo game project that has actually got off the ground. The game is being developed under GNU/Linux using SDL and OpenAL, but the game will be portable to other systems. I plan to release the game under the GPL once it is playable.

Progress so far:


  • Per-pixel collision detection
  • Sprite blitting
  • Sprite animation
  • Palette swapping/effects
  • Parallax scrolling
  • Sound effect playback
  • Basic enemy attack patterns
  • Basic weapon/health/powerup mechanics

  • New base player ship animations completed (Not in screens/video)
  • Some background graphics
  • Misc. sprites (May be replaced later)

  • Nothing 🙂

Early screenshots:


Gameplay videos:

WIP – 20-08-2007 (2.4MB, MPEG4) – Video of gameplay. The game is fairly basic at this point, little in the way of variation.