Page 2 of 8 FirstFirst 123456 ... LastLast
Results 11 to 20 of 71

Thread: NeoPop SDL

                  
   
  1. #11

    Default Re: NeoPop SDL

    You know that its possable to just add the sound code to neopocket right guys.
    Have you tried it?

  2. #12
    Dream Coder
    Join Date
    Apr 2004
    Location
    Miami, FL
    Age
    38
    Posts
    4,675
    Rep Power
    50

    Default Re: NeoPop SDL

    I have a strong feeling that you are having the exact same problem as i am having with it (but i have never tested it with chankast).
    If anyone is looking to buy, sell, trade games and support a developer directly at the same time, consider joining Goozex. Enjoy!

  3. #13
    DCEmu Newbie
    Join Date
    Oct 2004
    Location
    Posts
    41
    Rep Power
    0

    Default Re: NeoPop SDL

    [quote author=DCDayDreamer link=board=dcemu;num=1098286979;start=0#10 date=10/20/04 at 17:53:44]

    Have you tried it?[/quote]
    No but its a damn good Idea. I might.

  4. #14

    Default Re: NeoPop SDL

    No but its a damn good Idea. I might.
    Well, if it works just upload a binary, we'll be glad to host it - it might also help out GPF and quazar in the process.

  5. #15
    DCEmu Coder GPF's Avatar
    Join Date
    Apr 2004
    Location
    Texas
    Age
    53
    Posts
    796
    Rep Power
    82

    Default Re: NeoPop SDL

    [quote author=quzar link=board=dcemu;num=1098286979;start=0#11 date=10/20/04 at 17:55:47]I have a strong feeling that you are having the exact same problem as i am having with it (but i have never tested it with chankast).[/quote]

    I wonder if its a compiler flag issue? When I was porting the NeoGeo CD emulator, Ian and I were having simialiar problems, but Ian came up with the correct gcc flags and that fixed the problem.

    Troy

    Quzar- I sent you a PM about it

  6. #16
    DCEmu Newbie
    Join Date
    Oct 2004
    Location
    Posts
    41
    Rep Power
    0

    Default Re: NeoPop SDL

    [quote author=DCDayDreamer link=board=dcemu;num=1098286979;start=0#13 date=10/20/04 at 18:07:29]

    Well, if it works just upload a binary, we'll be glad to host it - it might also help out GPF and quazar in the process.[/quote]
    It's impossable. It's wrote in WinCE and LibDream and theres no source to improve... Unless someone has a link to the soucre code.

  7. #17

    Default Re: NeoPop SDL

    It's impossable. It's wrote in WinCE and LibDream and theres no source to improve... Unless someone has a link to the soucre code.
    why did say this then?:

    You know that its possable to just add the sound code to neopocket right guys.
    It doesn't help the coders at all, they'll just be led up a blind alley for nothing.

  8. #18
    DCEmu Newbie
    Join Date
    Oct 2004
    Location
    Posts
    41
    Rep Power
    0

    Default Re: NeoPop SDL

    I'm sorry I thought it was open source. I didnt know anyone still kept closed source projects becides DreamSnes. I guess I should of looked before I ran my mouth.

  9. #19
    Won Hung Lo wraggster's Avatar
    Join Date
    Apr 2003
    Location
    Nottingham, England
    Age
    53
    Posts
    141,452
    Blog Entries
    3209
    Rep Power
    50

    Default Re: NeoPop SDL

    any updates on this emu?

  10. #20
    Dream Coder
    Join Date
    Apr 2004
    Location
    Miami, FL
    Age
    38
    Posts
    4,675
    Rep Power
    50

    Default Re: NeoPop SDL

    a few days ago i sent gpf the sources to my failed port of it.
    If anyone is looking to buy, sell, trade games and support a developer directly at the same time, consider joining Goozex. Enjoy!

Page 2 of 8 FirstFirst 123456 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

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