3ab41e515d
It's just the normal rescheduling happening. Previous tests weren't correct. Also some minor cleanup. |
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android | ||
Common | ||
Core | ||
ext | ||
GPU | ||
headless | ||
native@294ad623c5 | ||
pspautotests@3c81649c4b | ||
SDL | ||
Windows | ||
.gitignore | ||
.gitmodules | ||
b.sh | ||
build_ppgeatlas.sh | ||
CMakeLists.txt | ||
gentest.py | ||
Globals.h | ||
LICENSE.TXT | ||
ppge_atlas.zim | ||
ppge_atlasscript.txt | ||
README.md | ||
test.py |
PPSSPP - a fast and portable PSP emulator
Written by Henrik Rydgård
Released under the GPL 2.0 in November 2012
Official website: http://www.ppsspp.org/
To contribute, see the development page.
For the latest source code and build instructions, see our github page.
Basic build instructions
(for more detailed instructions, see the development page)
First of all, after having checked out the source, don't forget to run:
git submodule update --init
in order to get the "native" library.
Now, the actual building:
PPSSPP currently uses CMake for its build system. In order
to build for most systems, create a build
directory and
run:
cmake path/to/ppsspp
make
Alternatively, run b.sh which will create the directory for you.
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.
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.
Building for Linux/BSD/etc
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.
Building for Blackberry
To build for Blackberry, you must first have the latest Native SDK installed from developer.blackberry.com/native and have compiled the SDL port available from github.com/blackberry/SDL to your NDK workspace. Then checkout the latest version of PPSSPP to your NDK workspace.
To set up your environment for cross-compiling you must then use: source ~/bbndk/bbndk-env.sh
Finally, you are ready to compile. Change directory to ppsspp/SDL and run: ./blackberry_build.sh
If you are on Windows, you will need GNU tools and CMake to run the bash script.
Currently SDL is required for sound output. EGL is used for the GLES2 interface, which is identical to the Android one. There are plans to move to a Qt interface and a different sound library (such as asound) in future.