games/GLupeN64: Updated for version 2016.09.15_6baff60.

Signed-off-by: Willy Sudiarto Raharjo <willysr@slackbuilds.org>
This commit is contained in:
Hunter Sezen 2016-09-16 23:15:04 +07:00 committed by Willy Sudiarto Raharjo
parent c37bae4b25
commit c5fb3a5334
3 changed files with 20 additions and 9 deletions

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@ -24,7 +24,7 @@
PRGNAM=GLupeN64
LIBNAM=$(echo $PRGNAM | tr [A-Z] [a-z])_libretro
VERSION=${VERSION:-2016.09.07_3caf3b0}
VERSION=${VERSION:-2016.09.15_6baff60}
BUILD=${BUILD:-1}
TAG=${TAG:-_SBo}

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@ -1,8 +1,8 @@
PRGNAM="GLupeN64"
VERSION="2016.09.07_3caf3b0"
VERSION="2016.09.15_6baff60"
HOMEPAGE="https://github.com/loganmc10/GLupeN64"
DOWNLOAD="http://ks392457.kimsufi.com/orbea/stuff/slackbuilds/src/libretro/GLupeN64-2016.09.07_3caf3b0.tar.xz"
MD5SUM="8d2c03d06c6872d3dd97aff0681a49e9"
DOWNLOAD="http://ks392457.kimsufi.com/orbea/stuff/slackbuilds/src/libretro/GLupeN64-2016.09.15_6baff60.tar.xz"
MD5SUM="2c8b9ea5c4e04500b0bae16dd7b3f47f"
DOWNLOAD_x86_64=""
MD5SUM_x86_64=""
REQUIRES="RetroArch"

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@ -1,11 +1,22 @@
GLupeN64 is mupen64plus + RSP-HLE + GLideN64 + libretro.
Some games need to read a file called 'mupen64plus.ini' to function properly,
for instance, you might get a "No Controller" message in Banjo-Tooie.
How is this different from mupen64plus-libretro?
The file is located inside the 'mupen64plus-core/data' folder. It needs to be
copied to your RetroArch system dir, which will be the directory your ROM is
located if you haven't set it.
mupen64plus-libretro tries to emulate the complete mupen64plus experience
(think multiple graphic and RSP plugins). They also make modifications to
the code as they see fit.
Because mupen64plus is built to be modular it is difficult to "convert"
that project to a libretro core, since you end up with functions with the
same name (for instance multiple functions named "PluginStartup").
Many modifications had to be made to the mupen64plus-libretro code to get
it to work inside libretro. As a result, it differs quite greatly from vanilla
mupen64plus (there is no up to date GLideN64 implmentation for example).
By choosing one RSP implentation (rsp-hle) and one graphics plugin (GLideN64),
we will be able to keep the code in line with upstream, and maintaining the
code will be much simpler.
To build the debugging symbols use:
DEBUG=1 ./GLupeN64.SlackBuild