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Thread: Join Mupen

  1. #1
    Mupen64Plus Dev.
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    Join Mupen

    Last night, I was trying to sign up here to join the projects development team. I sent an email to hacktarux last night because EmuTalk appeared as if it wasn't really sending out emails, but it just took a while and then got placed in my Gmail spam (oops!)



    So, Basic overview of how i recently got interested in Mupen... My brother had this urge to play Kirby 64 (lol) and so, He took the obvious choice and ran it in Project 64 initially. I've always been interested only in the "mainstream" (if you will) emulators... But Its been a long time since I've used n64 emulators and I've long abandoned Windows for Linux. So, I tried many drastic measures, Only to find that Mupen worked better anyways (after getting my 32bit GTK libraries to work)

    So, Now i want to join the project. I have expeirences with C, C++, GTK+, QT, Some basic emulation and optimizations, and a few other things.


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  2. #2
    Moderator _Zack_'s Avatar
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    Quote Originally Posted by nmn View Post
    Last night, I was trying to sign up here to join the projects development team. I sent an email to hacktarux last night because EmuTalk appeared as if it wasn't really sending out emails, but it just took a while and then got placed in my Gmail spam (oops!)

    So, Basic overview of how i recently got interested in Mupen... My brother had this urge to play Kirby 64 (lol) and so, He took the obvious choice and ran it in Project 64 initially. I've always been interested only in the "mainstream" (if you will) emulators... But Its been a long time since I've used n64 emulators and I've long abandoned Windows for Linux. So, I tried many drastic measures, Only to find that Mupen worked better anyways (after getting my 32bit GTK libraries to work)

    So, Now i want to join the project. I have expeirences with C, C++, GTK+, QT, Some basic emulation and optimizations, and a few other things.
    Well aside from the email you sent, it is open source so even if you didn't join the team you could always work on it yourself
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  3. #3
    Moderator Hacktarux's Avatar
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    Yea, you can download the source code in this thread:
    http://www.emutalk.net/showthread.php?t=29643

    and start by learning how the emulator work currently.

  4. #4
    Mupen64Plus Dev.
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    I noticed Mupen was open source. Maybe I'll try porting the newer versions of Rice and see if it fixes the rest of the visual problems that exist on Mupen... (After playing the game, I realized theres a few more bugs than i first noticed.)

    Additionally, Recently QT has won me over - I'd always liked GTK for some reason, but QT has advantages that matter more than "ease of use" or "less code"... Perhaps I can port the GUI over sometime...

    Or better yet, I could probably just try to get Mupen to build from source and do some optimization work on it. Yeah, For now I'm doing that.

  5. #5
    Moderator _Zack_'s Avatar
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    Quote Originally Posted by nmn View Post
    Or better yet, I could probably just try to get Mupen to build from source and do some optimization work on it. Yeah, For now I'm doing that.
    Sounds good. I presume your focusing on Linux?
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  6. #6
    Mupen64Plus Dev.
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    Yes, But I usually write fully portable code anyways. (Sometimes POSIX threads and POSIX sockets, but never Winsock or Windows threads, or directly programming to the Linux kernel) I'm making Mupen work in 64-bit mode (and cleaning up SDL_ttf so it doesn't use internals, sometime) because my 32-bit builder box isn't booting right now, and -m32 is severely broken on this box (I'll rebuild GCC sometime maybe.)

    Its pretty easy - I've made a crap load of progress already... The main reason is so far the only portability issue I'm having is "int = long" on 32-bit processors but long long is the same as long for 64-bit... I'm using #ifdef AMD64 #else #endif a few times around non-portable code and using a -d flag for lack of knowing what/if the defines would automatically be if there were auto ones.

    Also, It seems the dynamic re-compiler has been broken for a while. I'm not going to do any major assembly work in 64-bit (I barely do it in 32-bit!) but if i get 32-bit GCC working I'll take a look at it... Perhaps if it can be built without assembly or it doesn't use any, I'll give fixing it a shot.

  7. #7
    EmuTalk Member hugelandmonster's Avatar
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    nmn I am very interested in your progress. If you wouldn't mind I would like to chat with you on instant messenger of your preference.

  8. #8
    Mupen64Plus Dev.
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    You can catch me on AIM throughout the day. I'm gonna update my profile, but until then:

    AIM: notmyname06
    MSN (only occasionally i'm there): nmnnotmyname [ a t ] gmail.com

    edit: I redid the whole 64-bit port using a new method. Now, its alot cleaner -- i added to the CFLAGS, -Dint64="long long" and now all i had to REALLY do was replace all instances of long long int and long long and longs needed to become ints. Now, as for Mac OSX (on G5 atleast), this probably makes it not work... But without a real G5, its hard to make sure it will work.

    So, your probably wondering, does the 64-bit port work? As far as i can tell (I can't compile glN64 yet, but i never could before so i have to solve that issue before i can fully answer this question) Pure Interpreter mode is working.
    Last edited by nmn; October 2nd, 2007 at 06:50.

  9. #9
    EmuTalk Member
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    Quote Originally Posted by nmn View Post
    ...

    Additionally, Recently QT has won me over - I'd always liked GTK for some reason, but QT has advantages that matter more than "ease of use" or "less code"... Perhaps I can port the GUI over sometime...

    ...
    I assume if you would port it that you would use version 4 of the QT toolkit? Even though I prefer to use Gnome I don't mind using QT based programs.

  10. #10
    Mupen64Plus Dev.
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    If i port it to QT, Yes, Version 4.

    Currently, I'm trying to fix up glN64 to build in 64-bit. I got it building, but now its failing to work.

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