build_android | ||
build_cmake | ||
build_ios | ||
build_macosx | ||
build_unix | ||
build_win32 | ||
icons | ||
installer_macosx | ||
installer_win32 | ||
Source | ||
tools | ||
.gitattributes | ||
.gitignore | ||
.travis.sh | ||
.travis.yml | ||
appveyor.yml | ||
changelog.html | ||
CONTRIBUTING.md | ||
ee_functions.xml | ||
License.txt | ||
patches.xml | ||
Readme.html | ||
README.md | ||
Settings.md |
Play!
Play! is an attempt to create a PlayStation 2 emulator for Windows, macOS, UNIX, Android & iOS platforms.
Ongoing compatibility list can be found here: Compatibility List Wiki.
For more information, please visit purei.org.
Project Dependencies
External Libraries
Repositories
Building
General Setup
You can get almost everything needed to build the emulator by using the Play! Build project. You can also checkout every repository individually if you wish to do so, but make sure your working copies share the same parent folder.
In the end, your setup should look like this:
C:\Projects
- CodeGen
- Dependencies
- Framework
- Nuanceur
- Play
Common Building Instructions
First you'd need to clone Play-Build which provides you with the needed subprojects required to build Play!. Then setup the submodules and the dependency submodule(s) too.
git clone https://github.com/jpd002/Play-Build.git
git submodule update -q --init --recursive
git submodule foreach "git checkout -q master"
cd Dependencies
git submodule update --init
cd ..
Currently macOS, Windows, Linux & Android builds support cmake build.
Building for Windows
for Windows, you'd need to have cmake and DirectX sdk installed
cd Play/build_cmake
mkdir build
cd build
# Not specifying -G would automatically pick Visual Studio 32bit
cmake .. -G"Visual Studio 14 2015 Win64"
cmake --build . --config Release
Building for macOS
if you dont have cmake installed, you can install it using brew with the following command brew install cmake
on macOS there is 2 ways to setup a build, using makefile or Xcode
cd Play/build_cmake
mkdir build
cd build
# Not specifying -G would automatically pick Makefiles
cmake .. -G"Unix Makefiles" -DCMAKE_BUILD_TYPE=Release
cmake --build .
# OR
cmake .. -G"Xcode" -DCMAKE_BUILD_TYPE=Release
cmake --build . --config Release
Building for UNIX
if you dont have cmake or openal lib installed, you'll also require Qt (preferably version 5.6) you can install it using your OS packaging tool, e.g ubuntu apt install cmake libalut-dev
on UNIX systems there is 3 ways to setup a build, using qt creator, makefile or Ninja
-
QT Creator
- Open Project ->
Play/build_cmake/CMakeLists.txt
- Open Project ->
-
Makefile/Ninja
cd Play/build_cmake
mkdir build
cd build
# Not specifying -G would automatically pick Makefiles
cmake .. -G"Unix Makefiles" -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=/opt/qt56/
cmake --build .
# OR
cmake .. -G"Ninja" -DCMAKE_PREFIX_PATH=/opt/qt56/
cmake --build . --config Release
Note CMAKE_PREFIX_PATH
refers to the qt directory containing bin/libs folder, the above example uses a backport repo to install qt5.6 on trusty, if you install qt from qt offical website, your CMAKE_PREFIX_PATH
might look like this ~/Qt5.6.0/5.6/gcc_64/
Building for Android
Building for Android has been tested on macOS and UNIX environments. Android can be built using Android Studio or through Gradle.
- Android Studio:
- Files->Open Projects->Directory To
Play/build_android
- Install NDK using sdk manager
- edit/create
Play/build_android/local.properties
- OSX: add a newline
ndk.dir=/Users/USER_NAME/Library/Android/sdk/ndk-bundle
replacingUSER_NAME
with your macOS username - UNIX: add a newline
ndk.dir=~/Android/Sdk/ndk-bundle
- Windows: add a newline
C:\Users\USER_NAME\AppData\Local\Android\sdk\ndk-bundle
- Please Leave an empty new line at the end of the file
- OSX: add a newline
- Files->Open Projects->Directory To
Note, these examples are only valid if you installed NDK through Android Studio's SDK manager. Otherwise you must specify the correct location to Android NDK. Once this is done, you can start the build.
- Gradle: Prerequisite Android SDK & NDK (Both can be installed through Android Studio)
- edit/create
Play/build_android/local.properties
- OSX:
- add a newline
sdk.dir=/Users/USER_NAME/Library/Android/sdk
replacingUSER_NAME
with your macOS username - add a newline
ndk.dir=/Users/USER_NAME/Library/Android/sdk/ndk-bundle
replacingUSER_NAME
with your macOS username
- add a newline
- UNIX:
- add a newline
sdk.dir=~/Android/Sdk
- add a newline
ndk.dir=~/Android/Sdk/ndk-bundle
- add a newline
- Windows:
- add a newline
sdk.dir=C:\Users\USER_NAME\AppData\Local\Android\sdk
- add a newline
ndk.dir=C:\Users\USER_NAME\AppData\Local\Android\sdk\ndk-bundle
- add a newline
- Please Leave an empty new line at the end of the file
- OSX:
- edit/create
Note, these examples are only valid if you installed NDK through Android Studio's SDK manager. Otherwise you must specify the correct location to Android NDK. Once this is done, you can start the build.
cd Play/build_android
sh gradlew assembleDebug
about Release/Signed builds.
Building through Android Studio, you have the option to “Generate Signed APK”.
Building through Gradle, you must create a text file Play/build_android/keystore.properties
and add the following properties to it, storeFile
,storePassword
,keyAlias
,keyPassword
.
E.g of keystore.properties
storeFile=/location/to/my/key.jks
storePassword=mysuperhardpassword
keyAlias=myalias
keyPassword=myevenharderpassword
Please Leave an empty new line at the end of the file
cd Play/build_android
sh gradlew assembleRelease
# or on Windows
gradlew.bat assembleRelease
Building for iOS
Building for iOS has been tested with Xcode 6 and Xcode 7.
To build for those platforms, you need to first build boost using the script provided in the Dependencies repository. This will create the boost Xcode framework files that are needed by the projects from this repository. Once this is done, you will be able to open Play.xcodeproj
for either OSX and iOS and build the project normally.