Alright, STERM is awesome. I started it up and moved to my doom directory. After that, I ran the doom executable, then something actually happened. But, I got an error. Here is what showed up:
DOOM SHAREWARE STARTUP V1.10
V_Init: allocate screens.
HOLY CRAP. Something finally compiled.... Don't exactly know what is it though. I am now using the devkitgp2x. I compiled a doom executable using "./configure --host arm-linux" and make, then placed it into folder named "doom" in my SD card. I renamed the executable "doom.gpe". Then I placed...
What enviroment do most of the devs use to compile your work?
I have some C training. Lately, I've been trying to do a port of SDL Doom, but I cannot figure out how to get ARM binaries. I've heard you can just do someting like "./configure --target=arm-linux", but I still get x86. I have ARM...
Hhhmm, still strying to fix the "no roms" problem. When I run clrmame, after its finished, all the roms listed have red X's on them, is that good or bad? It seems that all are of them are missing some file.
I'm also getting the "no roms" error. I have the roms listed in the gameslist.txt, they are in zip files, and in the roms folder. I've used clrmame, and the mamegp2x v7 copier. Are there certain "versions" of the roms i must have?
Why 2 FPS?
Why 17 FPS?
What are the restrictions we are looking at? It seems that the GP2X has the hardware capability. But, it seems that all of the N64 emus I know do not use SDL, and that presents a problem. But, what else is there?
Marathon would be a great game to port. It was the game Bungie made before the famous Halo series. It looks like an updated version of the Doom game. The source code is under the GPL, and the game content is free (non-GPL, though). That really should not be a problem. Even better, the source...