Update the README

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Kovensky 2012-11-21 19:04:13 -03:00
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PPSSPP - a fast and portable PSP emulator
=========================================
Written by Henrik Rydgård
Released under the GPL 2.0 in November 2012
@ -7,44 +8,86 @@ Released under the GPL 2.0 in November 2012
Official website:
http://www.ppsspp.org/
To contribute, see http://www.ppsspp.org/development.html .
To contribute, see [the development page][ppsspp-devel].
For the latest source code and build instructions, see
http://github.com/hrydgard/ppsspp
For the latest source code and build instructions, see [our github page][ppsspp-repo].
Basic build instructions
------------------------
BASIC BUILD INSTRUCTIONS
(for more detailed instructions, see http://www.ppsspp.org/development.html )
(for more detailed instructions, see [the development page][ppsspp-devel])
First of all, after having checked out the source, don't forget to
run:
git submodule init
git submodule update
git submodule update --init
in order to get the "native" library.
Now, the actual building:
PPSSPP currently has three build systems, for building
for the following platforms:
* Win32: MSVC
* Android: Android.mk + Eclipse project
* SDL (all other platforms): CMake
PPSSPP currently uses CMake for its build system. In order
to build for most systems, create a `build` directory and
run:
The ports and build files are located in the following three
subdirectories:
cmake path/to/ppsspp
make
* android/
* SDL/
* Windows/
You can specify the -G parameter to cmake to choose a generator.
The `NMake Makefiles`, `Visual Studio 11` (projects + sln),
`GNU Makefiles` and `Unix Makefiles` generators have been tested.
Please see the README in the directory corresponding to the
platform that you want to build for above.
Of course in-tree builds are supported, but that makes cleanup
harder to do; with out-of-tree builds you can just remove the
`build` directory.
Windows is separate from SDL because it has some graphical Win-only features.
Building for Linux/BSD/etc
--------------------------
Long term, the Windows port should be changed to use WX, like Dolphin. At that point,
the SDL port can probably go away as WX works for all Wintel-like platforms such as
MacOSX and Linux.
Install the libsdl1.2 (SDL 1.2) development headers. This is called
`libsdl1.2-devel` on Debian/Ubuntu, `SDL-devel` on Fedora/RHEL,
`sdl12` on BSD ports.
Currently the user interface is identical to Android's, operated
with the mouse. A Qt-based interface is planned.
Building for OSX
----------------
Install the Xcode Command Line Tools and, using macports, fink or
homebrew, install the SDL development headers. This is called `sdl`
on homebrew. Just follow the basic build instructions afterwards.
Currently the user interface is identical to Android's, operated
with the mouse. A Qt-based interface is planned.
Building for Android
--------------------
To build for android, first you must set the ANDROID\_NDK environment
variable to point to the path of your NDK install. This is done on
windows cmd with `set ANDROID_NDK=X:\...`, on bourne shells with
`export ANDROID_NDK=/path/to/ndk`, and on C shells with
`setenv ANDROID_NDK /path/to/ndk`.
Create a `build-android` directory and inside it run:
cmake -DCMAKE_TOOLCHAIN_FILE=path/to/ppsspp/android/android.toolchain.cmake path/to/ppsspp
make
After `make` finishes, it will have created the needed .so files in
path/to/ppsspp/android/libs/armeabi-v7a. You can now use the build.xml
in the android/ dir to build the final executable, or import the android/
folder as an existing project in Eclipse.
Note that Eclipse won't notice if you have made changes to the C++ code.
Introduce a meaningless change to a random .java file such as a whitespace
to get Eclipse to rebuild the project.
Also note that the `Visual Studio` generators aren't compatible with compilers
other than microsoft's, but `NMake Makefiles` works fine.
[ppsspp-repo]: <https://github.com/hrydgard/ppsspp>
"https://github.com/hrydgard/ppsspp"
[ppsspp-devel]: <http://www.ppsspp.org/development.html>
"http://www.ppsspp.org/development.html"