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Compiling

bearoso edited this page Aug 8, 2020 · 8 revisions

Windows

Various software and tools are required to compile Snes9x on Windows:

NOTE: Unicode support requires a special zlib build - see the end of the zlib entry

  • The current official binary is compiled with Visual Studio 2017, you'll have to create your own project file for earlier MSVC versions. VS2017 will automatically ask to install the correct Windows SDK Version (7.1A)

  • A recent DirectX SDK: https://www.microsoft.com/en-us/download/details.aspx?id=23549

  • The following modules can all be downloaded automatically by using: git submodule update --init in the cloned Snes9x git directory, or by using git GUI tools to do the same. This is the recommended method of installing these dependencies.

    • DirectXMath. The source files should reside in win32/DirectXMath

    • zlib (optional, ZLIB define, enabled by default) - the default solution includes a zlib project that builds appropriately (force includes _tfwopen.h for unicode support in s9x). The zlib source files should reside in win32/zlib/src

    • libpng (optional, HAVE_LIBPNG define, enabled by default) - the default solution includes a libpng project that builds appropriately. The libpng source files should reside in win32/libpng/src

    • glslang and SPIRV-Cross (optional, USE_SLANG define, enabled by default) These are needed to build support for .slang shaders. The default solution includes a series of projects encompassing glslang that build appropriately. The glslang source files should reside in shaders/glslang The SPIRV-Cross source files should be placed in shaders/SPIRV-Cross

      If wish to compile without USE_SLANG, you must remove the files named spirv_*.cpp from the Visual Studio project's Shaders group.

  • To compile Snes9x: Start up VS2017. Load the Snes9x solution. Select the desired configuration and build. The Release configuration may build significantly slower than Debug. Then you can run it.

GTK

Requirements:

  • gtkmm-3.22 or greater and all dependencies
  • SDL 2.0
  • X11, even if only using Wayland
  • libepoxy
  • meson

Optional:

  • PulseAudio
  • ALSA
  • OSS
  • PortAudio
  • Wayland
  • libpng
  • minizip
  • zlib

Check out glslang and SPIRV-Cross: (Optional for slang shader support)

glslang and SPIRV-Cross are submodules located in the main source directory at shaders/glslang and shaders/SPIRV-Cross. If you are using a git clone, to get all the necessary projects you can simply run:

snes9x$ git submodule update --init --recursive

If you are using a tarball, but have git installed, you can run:

snes9x$ git init && git submodule update --init --recursive

Otherwise, you will need to place the glslang source files in shaders/glslang and the SPIRV-Cross source files in the shaders/SPIRV-Cross directory manually.

Building with meson:

  1. Change to the gtk directory and run meson:
snes9x/gtk$ meson build --prefix=/usr --buildtype=release --strip

A list of options can be found in meson_options.txt. Most will be autodetected. If you wish to enable dangerous hacks in the UI, that must be done by supplying the respective option.

  1. Build with ninja:
snes9x/gtk$ cd build
snes9x/gtk/build$ ninja
  1. Install:
snes9x/gtk/build$ sudo ninja install