summaryrefslogtreecommitdiff
path: root/games/GLupeN64/README
diff options
context:
space:
mode:
authorHunter Sezen <ovariegata@yahoo.com>2016-09-16 23:15:04 +0700
committerWilly Sudiarto Raharjo <willysr@slackbuilds.org>2016-09-16 23:15:04 +0700
commitc5fb3a533477d31f4c14b1879b47979bd0f7cc75 (patch)
tree5e1e90a026e110a56e5392431eb0bf3d4522e692 /games/GLupeN64/README
parentc37bae4b25595f3bfb835ed07337fa8c263e524c (diff)
downloadslackbuilds-c5fb3a533477d31f4c14b1879b47979bd0f7cc75.tar.gz
games/GLupeN64: Updated for version 2016.09.15_6baff60.
Signed-off-by: Willy Sudiarto Raharjo <willysr@slackbuilds.org>
Diffstat (limited to 'games/GLupeN64/README')
-rw-r--r--games/GLupeN64/README21
1 files changed, 16 insertions, 5 deletions
diff --git a/games/GLupeN64/README b/games/GLupeN64/README
index 8faed06ced..756b832c28 100644
--- a/games/GLupeN64/README
+++ b/games/GLupeN64/README
@@ -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