snes9x/win32/docs/how2compile.txt

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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
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- 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
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the correct Windows SDK Version (7.1A)
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- A recent DirectX SDK..
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https://www.microsoft.com/en-us/download/details.aspx?id=23549
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- 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
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a series of projects encompassing glslang that build appropriately.
The glslang source files should reside in win32/glslang/src
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.
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- To compile Snes9x:
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Start up VS2017.
Load the Snes9x solution.
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Select the desired configuration and build.
The Release configuration may build significantly slower than Debug.
Then you can run it.