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games/GLupeN64: Updated for version 2016.09.15_6baff60.
Signed-off-by: Willy Sudiarto Raharjo <willysr@slackbuilds.org>
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3 changed files with 20 additions and 9 deletions
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@ -24,7 +24,7 @@
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PRGNAM=GLupeN64
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LIBNAM=$(echo $PRGNAM | tr [A-Z] [a-z])_libretro
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VERSION=${VERSION:-2016.09.07_3caf3b0}
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VERSION=${VERSION:-2016.09.15_6baff60}
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BUILD=${BUILD:-1}
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TAG=${TAG:-_SBo}
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@ -1,8 +1,8 @@
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PRGNAM="GLupeN64"
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VERSION="2016.09.07_3caf3b0"
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VERSION="2016.09.15_6baff60"
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HOMEPAGE="https://github.com/loganmc10/GLupeN64"
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DOWNLOAD="http://ks392457.kimsufi.com/orbea/stuff/slackbuilds/src/libretro/GLupeN64-2016.09.07_3caf3b0.tar.xz"
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MD5SUM="8d2c03d06c6872d3dd97aff0681a49e9"
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DOWNLOAD="http://ks392457.kimsufi.com/orbea/stuff/slackbuilds/src/libretro/GLupeN64-2016.09.15_6baff60.tar.xz"
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MD5SUM="2c8b9ea5c4e04500b0bae16dd7b3f47f"
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DOWNLOAD_x86_64=""
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MD5SUM_x86_64=""
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REQUIRES="RetroArch"
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@ -1,11 +1,22 @@
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GLupeN64 is mupen64plus + RSP-HLE + GLideN64 + libretro.
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Some games need to read a file called 'mupen64plus.ini' to function properly,
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for instance, you might get a "No Controller" message in Banjo-Tooie.
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How is this different from mupen64plus-libretro?
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The file is located inside the 'mupen64plus-core/data' folder. It needs to be
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copied to your RetroArch system dir, which will be the directory your ROM is
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located if you haven't set it.
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mupen64plus-libretro tries to emulate the complete mupen64plus experience
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(think multiple graphic and RSP plugins). They also make modifications to
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the code as they see fit.
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Because mupen64plus is built to be modular it is difficult to "convert"
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that project to a libretro core, since you end up with functions with the
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same name (for instance multiple functions named "PluginStartup").
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Many modifications had to be made to the mupen64plus-libretro code to get
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it to work inside libretro. As a result, it differs quite greatly from vanilla
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mupen64plus (there is no up to date GLideN64 implmentation for example).
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By choosing one RSP implentation (rsp-hle) and one graphics plugin (GLideN64),
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we will be able to keep the code in line with upstream, and maintaining the
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code will be much simpler.
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To build the debugging symbols use:
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DEBUG=1 ./GLupeN64.SlackBuild
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