mirror of
https://github.com/CTCaer/RetroArch.git
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56 lines
3.3 KiB
Plaintext
56 lines
3.3 KiB
Plaintext
The following instructions will only work if building from OS X, using latest XCode with fake signing enabled.
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To build RetroArch:
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Open $(root)/ios/RetroArch.xcodeproj, change build type to iOSDevice then choose Product->Build For->Archiving.
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After compilation finishes goto Window->Organizer->Projects->RetroArch then click the small arrow beside
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the Derived Data field, this will open a finder window with the projects build files directory highlighted.
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The app bundle can be found at Build/Products/* in that folder. Use scp to copy the .app bundle to the appropriate place
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on your device.
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To build libretro cores:
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In general, to build for iOS devices, copy the configuration for OSX, then at the end add the lines:
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sysroot = -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk/
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CC = /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc -arch armv7 $(sysroot)
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CXX = /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/g++ -arch armv7 $(sysroot)
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Here is how it would look in Makefile.libretro for vba-next:
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...
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else ifeq ($(platform), osx)
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TARGET := vba_next_libretro.dylib
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fpic := -fPIC
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SHARED := -dynamiclib
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ENDIANNESS_DEFINES = -DLSB_FIRST
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else ifeq ($(platform), ios)
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TARGET := vba_next_libretro.dylib
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fpic := -fPIC
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SHARED := -dynamiclib
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ENDIANNESS_DEFINES = -DLSB_FIRST
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sysroot = -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk/
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CC = /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc -arch armv7 $(sysroot)
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CXX = /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/g++ -arch armv7 $(sysroot)
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else ifeq ($(platform), ps3)
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...
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Other arm specific flags can be added if needed.
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Finally issue the make command for the module adding 'platform=ios' at the of the command.
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(e.g. 'make -f Makefile.libretro platform=ios'). Then copy the resulting .dylib file into a sub-directory of the app
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bundle named modules. (e.g. RetroArch.app/modules/vba_next_libretro.dylib).
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Paths:
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/var/mobile/Library/RetroArch: Will be created to store both saved games and the retroarch.cfg.
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/var/mobile/RetroArchGames: If this exists and is a directory it will be used as the root for game browsing.
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/var/mobile: If RetroArchGames does not exist this will be used as the root for game browsing,
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if another browser root is desired make RetroArchGames a symlink to the preferred path.
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RetroArch.app/shaders: Contains .shader format shaders, sub-directories are supported.
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RetroArch.app/overlays: Contains input overlay definitions, sub-directories are supported.
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RetroArch.app/modules: Contains .dylib files for the libretro modules. The only constraint on the file name
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is that it must end in .dylib, sub-directories are not supported.
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Simulator:
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To test in iOS Simulator you will need to create the '/var/mobile' directory on you computer, and give yourself full
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access to it.
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