Page 1 of 38 12311 ... LastLast
Results 1 to 10 of 372
  1. #1
    STFU, NAVI Enzo Dragon's Avatar
    Join Date
    Jan 2006
    Location
    Charon, Pluto's Moon
    Posts
    223

    Rice's Plugin Source <discussion>

    So we've got this AWESOME source code just sitting around, and we have a bunch of people constantly asking for features (like adjust of aspect ratio, for example).



    If I'm not mistaken, Rice has already stated that he's done with his plug-in, and that he'd like someone to pick up where he left off. Is anyone planning to do anything with this code? I lack the programming knowledge, or I'd certainly pick it up.


    • Advertising

      advertising
      EmuTalk.net
      has no influence
      on the ads that
      are displayed
        
       

  2. #2
    I'm personally interested in improving the OpenGL side of the plugin, problem is, it requires VS2005 to compile, which I don't have currently. (and I tried the Express edition, but it won't compile with that....)...I remember doing a patch to fix those tooltips, but I couldnt't compile it in (due to me lacking the suitable compiler set..)..

  3. #3
    EmuTalk Member
    Join Date
    Feb 2005
    Location
    Seattle
    Posts
    100
    I think the first step is to make the plugin compilable with GCC/Mingw and also maybe cross platform. This would make it more tempting for Linux developers to join in.

  4. #4
    ????????????????????????? Doomulation's Avatar
    Join Date
    Nov 2001
    Location
    ????????????????
    Posts
    8,780
    How exactly does it require 2005 to compile? Perhaps some small modifications will make it compile on other platforms as well.
    Atashi wa juu-yon-sai no onna no ko! Atashi no namae wa Miizuki. Yurushiku ne!
    Nani? Atashi o shinjirimasen desu ka? Baka!
    "You're all doomed! Doomed, I say! Hehe... are we approaching the end of the world?"

    shikata ga kaite aru - "the instructions are written above"
    Need to download GoodN64 or instructions to use it? Need to check if it's a good or bad rom?
    Download: Glide64 | Hacktarux's wrapper

  5. #5
    Quote Originally Posted by Doomulation View Post
    How exactly does it require 2005 to compile? Perhaps some small modifications will make it compile on other platforms as well.
    For instance, for me, when I try to load the project workspace in VS.NET 2003, it comes up with a error regarding VS8.0 is needed for opening the workspace (and VS.80 is VS2005). And, I get massive loads of compile errors when I use the Express Edition of VC2005 (possibly due to the lack of include/LIB files, but I'm using the Platform SDK and DX9 SDK....)

  6. #6
    EmuTalk Member
    Join Date
    Feb 2005
    Location
    Seattle
    Posts
    100
    I think the first thing is to convert the VC project file into a makefile. From there, it will be a lot easier to remove VC dependencies and get it to compile with GCC, then cross platform can be achieved.

  7. #7
    ????????????????????????? Doomulation's Avatar
    Join Date
    Nov 2001
    Location
    ????????????????
    Posts
    8,780
    Quote Originally Posted by mudlord View Post
    For instance, for me, when I try to load the project workspace in VS.NET 2003, it comes up with a error regarding VS8.0 is needed for opening the workspace (and VS.80 is VS2005). And, I get massive loads of compile errors when I use the Express Edition of VC2005 (possibly due to the lack of include/LIB files, but I'm using the Platform SDK and DX9 SDK....)
    You can easily bypass that by changing the "version" in the project file. Then open it in earlier versions.
    Atashi wa juu-yon-sai no onna no ko! Atashi no namae wa Miizuki. Yurushiku ne!
    Nani? Atashi o shinjirimasen desu ka? Baka!
    "You're all doomed! Doomed, I say! Hehe... are we approaching the end of the world?"

    shikata ga kaite aru - "the instructions are written above"
    Need to download GoodN64 or instructions to use it? Need to check if it's a good or bad rom?
    Download: Glide64 | Hacktarux's wrapper

  8. #8
    EmuTalk Member Shin_Gouki's Avatar
    Join Date
    Jun 2003
    Location
    Germany
    Posts
    213
    programming?
    i bet a lot of people here have the knowloedge ( coding related) to code an emulator. Thr problem whenu code an emuluator is not in th first place coding (language, ide etc..) .
    It is infact knowledge about the source platform. An the N64 is quite complicated...

    wbr Shin Gouki

  9. #9
    You can easily bypass that by changing the "version" in the project file. Then open it in earlier versions.
    Oh, never thought of that....Thanks for the info!

    EDIT: Opening the project file works after that hacking. Also, I found out that Rice left a VS.NET 2003 project file, which saves me doing that...Which solves almost all the issues. Except for the BMGLibPNG.dll's source code (I did find the sources to BMGLib, though)

    EDIT 2: Nevermind...BMGLibPNG's source is included with BMGLib......
    Last edited by mudlord; January 8th, 2007 at 03:13.

  10. #10
    STFU, NAVI Enzo Dragon's Avatar
    Join Date
    Jan 2006
    Location
    Charon, Pluto's Moon
    Posts
    223
    Awesome.

Page 1 of 38 12311 ... LastLast

Similar Threads

  1. Guess What
    By kylethedarkn2 in forum Dolphin
    Replies: 7
    Last Post: April 7th, 2006, 12:00
  2. Rice's Daedalus 5.0.0 source code
    By Rice in forum 1964
    Replies: 19
    Last Post: June 15th, 2003, 08:39
  3. Rice's Daedalus Plugin 5.0.0 (Source)
    By Martin in forum Graphic Plugins Archive
    Replies: 0
    Last Post: June 5th, 2003, 21:17
  4. Rice's Daedalus 4.6.0 source code
    By nerochiaro in forum General N64 Emulation Discussion
    Replies: 5
    Last Post: June 4th, 2003, 23:32

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •