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  #101  
Old 8th April 2013, 03:23 PM
chumbalumba chumbalumba is offline
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This version can be ported to Linux?
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  #102  
Old 8th April 2013, 03:31 PM
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Quote:
Originally Posted by chumbalumba View Post
This version can be ported to Linux?
Sure can.

It will just take a bit of API experience, but if it's open-source you can do whatever you like with that respect.

Quote:
Originally Posted by robinhood2013 View Post
Glide64 is no help to me at all -- Project64 doesn't even recognize that the plugin exists in the "Plugins\GFX" subfolder. Am I doing something wrong here?
Yes, participating in a project discussion with information about one of the plugins zilmar can't control.

Preferable to keep that to its own thread, but what squall said is almost certainly correct (see previous page).
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  #103  
Old 8th April 2013, 04:03 PM
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Hmmm.

I'm not finding the source to zilmar's zilmar's Audio Plugin DLL.

It's identical to his open-source Basic Audio Plugin provided on Emu64, except he added a prebuffer control and fixed an initialization fault with CloseDLL.

It may be yet another DirectSound plugin (we need a plugin that isn't DirectSound/WaveOut at least once!) but it's the only audio plugin, closed-source or not, to control prebuffering for testing with games unless you count Nemu audio.

Unless someone else is finding it?
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  #104  
Old 8th April 2013, 07:46 PM
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Quote:
Originally Posted by FatCat View Post
Sure can.

It will just take a bit of API experience, but if it's open-source you can do whatever you like with that respect. :P
Yep, you can port to linux, mac, iOS, PSP custom firmware, android OS (Fat Jelly Belly), anything is possible you just need to find a solution.
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  #105  
Old 8th April 2013, 08:10 PM
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you'll just have to rewrite 99% of the emulator so it doesn't rely on various windows functions.

nobody did it with 1.4, i don't see it happening now.
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  #106  
Old 8th April 2013, 08:49 PM
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Quote:
Originally Posted by squall_leonhart View Post
you'll just have to rewrite 99% of the emulator so it doesn't rely on various windows functions.

nobody did it with 1.4, i don't see it happening now.
Because 1.4 was hard to understand compared to the current version which was rewritten in C++ (easier porting in itself). But by then, someone already ported mupen64 to iOS. The guy called it something else but when I used my Granny Smith powers to sifen through this N64 app I could see it was just a mupen64 port. Theoretically, if I knew anything about objective-c I would see how mupen64 was ported and make the same changes for PJ64.
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  #107  
Old 8th April 2013, 09:15 PM
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C is more portable than C++.


I had no problems understanding 1.4 source code.
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  #108  
Old 8th April 2013, 09:23 PM
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Quote:
Originally Posted by FatCat View Post
C is more portable than C++.


I had no problems understanding 1.4 source code.
I guess I misunderstood some things. Anyway I know for iOS c++ is good for porting (maybe less so for other OS) because you can code apps using objective-C/C++
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  #109  
Old 8th April 2013, 09:25 PM
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The idea was that you should sometimes use functional templates, polymorphism, blah blah, bunch of rudimentary programming terminology I never read up on.

Even so, I like even JavaScript more than C++, as far as function-oriented, mathematical algorithms go.
The structure and added syntax are far from unreadable in C++, just weird IMO.
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  #110  
Old 9th April 2013, 04:46 AM
robinhood2013 robinhood2013 is offline
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Finally got the Glide64 plugin to work... it doesn't work any better than Jabo's old plugin. I think the fault may be in the emulator itself.
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