mirror of https://github.com/snes9xgit/snes9x.git
win32: update compile instructions
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@ -2,50 +2,30 @@ Various software and tools are required to compile Snes9x on Windows:
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NOTE: Unicode support requires a special zlib build - see the end of the zlib entry
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- The current official binary is compiled with Visual Studio 2015, you'll have to create
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your own project file for earlier MSVC versions. VS2015 will automatically ask to install
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- The current official binary is compiled with Visual Studio 2017, you'll have to create
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your own project file for earlier MSVC versions. VS2017 will automatically ask to install
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the correct Windows SDK Version (7.1A)
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- A recent DirectX SDK. The official binary is compiled against the August 2009 SDK.
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Note that as of the June 2010 release of the DirectX SDK, DirectDraw (which is
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necessary to compile) has been removed.
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Note that as of the June 2010 release of the DirectX SDK, DirectDraw has been removed
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(DirectDraw is disabled by default, DIRECTDRAW_SUPPORT enables it)
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https://www.microsoft.com/en-us/download/details.aspx?id=23549
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- zlib (optional) - The release binaries are built against a static zlib compiled
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against VC's multi-threaded C runtime and renamed to zlibmt.lib, to avoid linker conflicts.
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removing ZLIB from the preprocessor definitions and zlibmt.lib from the library
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listing will disable zip support.
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(the zlib directory should reside at win32/../../zlib, i.e. 2 directories up, the
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lib file is expected in win32/../../zlib/lib)
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If you want to build snes9x with unicode support you can use the project file in win32\zlib
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to compile zlib - if you want to use the project files supplied with zlib you have to add
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_tfwopen.h to their force include list
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- zlib (optional, ZLIB define, enabled by default) - the default solution includes a zlib
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project that builds appropriately (force includes _tfwopen.h for unicode support in s9x).
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(the zlib directory should reside at win32/../../zlib, i.e. 2 directories up)
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- libpng (optional) - Like zlib, this is a renamed libpng.lib, built against the same
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C runtime for the same reasons. Building your own is as simple as changing the runtime
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used by libpng's own project files, compiling, renaming the result to libpngmt.lib
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HAVE_LIBPNG is the define used to include this code, used for screenshots.
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- libpng (optional, HAVE_LIBPNG define, enabled by default) - the default solution includes
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a libpng project that builds appropriately.
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(the libpng directory should reside at win32/../../libpng, i.e. 2 directories up)
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- fmod (optional) - Versions 3.20 and above. Used to provide extra sound output
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options that increases hardware compatibility with some PC hardware.
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Version 3.33 broke A3D support on some hardware so I reverted back to
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version 3.20. However, I'm told 3.40, just released at time of writing, fixes the problem.
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Download from www.fmod.org Unpack into a temp folder and copy the API
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sub-folder contents into win32/../../fmod. Disable fmod support by removing the
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FMOD_SUPPORT from the Preprocessor Definitions text box.
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- fmod ex (optional) - Used to provide extra sound output. Cannot be used at the same time as
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normal FMOD support. Disable fmod support by removing the FMODEX_SUPPORT from the Preprocessor
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Definitions text box.
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- CG Toolkit - Enables CG Shader support. This can be downloaded from nvidia's CG toolkit page:
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http://developer.nvidia.com/object/cg_download.html
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Only the header files are required to compile.
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- To compile Snes9x:
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Start up Visual C++.
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Load the Snes9x project file.
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Start up VS2017.
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Load the Snes9x solution.
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Select the desired configuration and build.
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The Release configuration may build significantly slower than Debug.
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Then you can run it.
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