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Old July 19th, 2012, 14:41   #41
Lasnap
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@ruantec good to hear but since I am not a dev the source code is useless to me but hopefully those who do grab it can improve on the work you have done.
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Old July 22nd, 2012, 00:53   #42
@ruantec
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Quote:
Originally Posted by Lasnap View Post
@ruantec good to hear but since I am not a dev the source code is useless to me but hopefully those who do grab it can improve on the work you have done.
Actually i'm working in a plugin system that is going to be very easy to understand. I believe even non-coders can use a base one and modify certain things to get a probably not supported app to work. For that i'm planning to write tutorials and other stuff so that people can create new plugins for @ES.

Basically you will be able to create widgets similar to those people have in there Android devices and just select the widget and add them in the screens available. That plugin/widget will extend @ES capabilities and add new posibilities to fix or add something that is missed without the need to re-compile everything again. @ES new core system offers interfaces to developers to create plugins for different areas and tasks without the need for them to be very advanced or have any coding skills at all as a tutorial should suffice.

I made a test with a base plugin and i was able to get this non-emulator app to work perfectly:



Basically all i did was change some text in the base plugin that normally grabs PCSX2 to target M.U.G.E.N instead. If i compile the plugin i get a widget that adds M.U.G.E.N support to @ES. Obviously there are different type of plugins where some are widgets and other are extensions that silently add capabilities to the core.
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