mirror of https://github.com/snes9xgit/snes9x.git
52 lines
2.8 KiB
Plaintext
52 lines
2.8 KiB
Plaintext
Various software and tools are required to compile Snes9x on Windows:
|
|
|
|
NOTE: Unicode support requires a special zlib build - see the end of the zlib entry
|
|
|
|
- Microsoft Visual C++ 7.1 or Microsoft Visual C++ 6.0 SP5 with the
|
|
latest Platform SDK, to compile all the C++ source code.
|
|
The current official binary is compiled with Visual Studio 2008, you'll have to create
|
|
your own project file for earlier MSVC versions
|
|
|
|
- A recent DirectX SDK. The official binary is compiled against the June 2008 SDK.
|
|
Note that as of the June 2010 release of the DirectX SDK, DirectDraw (which is
|
|
necessary to compile) has been removed.
|
|
|
|
- zlib (optional) - The release binaries are built against a static zlib compiled
|
|
against VC's multi-threaded C runtime and renamed to zlibmt.lib, to avoid linker conflicts.
|
|
removing ZLIB from the preprocessor definitions and zlibmt.lib from the library
|
|
listing will disable zip support.
|
|
(the zlib directory should reside at win32/../../zlib, i.e. 2 directories up, the
|
|
lib file is expected in win32/../../zlib/lib)
|
|
If you want to build snes9x with unicode support you can use the project file in win32\zlib
|
|
to compile zlib - if you want to use the project files supplied with zlib you have to add
|
|
_tfwopen.h to their force include list
|
|
|
|
- libpng (optional) - Like zlib, this is a renamed libpng.lib, built against the same
|
|
C runtime for the same reasons. Building your own is as simple as changing the runtime
|
|
used by libpng's own project files, compiling, renaming the result to libpngmt.lib
|
|
HAVE_LIBPNG is the define used to include this code, used for screenshots.
|
|
(the libpng directory should reside at win32/../../libpng, i.e. 2 directories up)
|
|
|
|
- fmod (optional) - Versions 3.20 and above. Used to provide extra sound output
|
|
options that increases hardware compatibility with some PC hardware.
|
|
Version 3.33 broke A3D support on some hardware so I reverted back to
|
|
version 3.20. However, I'm told 3.40, just released at time of writing, fixes the problem.
|
|
Download from www.fmod.org Unpack into a temp folder and copy the API
|
|
sub-folder contents into win32/../../fmod. Disable fmod support by removing the
|
|
FMOD_SUPPORT from the Preprocessor Definitions text box.
|
|
|
|
- fmod ex (optional) - Used to provide extra sound output. Cannot be used at the same time as
|
|
normal FMOD support. Disable fmod support by removing the FMODEX_SUPPORT from the Preprocessor
|
|
Definitions text box.
|
|
|
|
- CG Toolkit - Enables CG Shader support. This can be downloaded from nvidia's CG toolkit page:
|
|
http://developer.nvidia.com/object/cg_download.html
|
|
Only the header files are required to compile.
|
|
|
|
- To compile Snes9x:
|
|
Start up Visual C++.
|
|
Load the Snes9x project file.
|
|
Select the desired configuration and build.
|
|
The Release configuration may build significantly slower than Debug.
|
|
Then you can run it.
|