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