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Build From Source (Windows)

purplemarshmallow edited this page Sep 20, 2015 · 32 revisions

Building From Source (Windows)

Todo:

-add pre-build step in MSVS project for Revision.h creation/update

-add Prerequisites (Visual Studio version, OS)

-add corrective steps if Visual Studio can't find freetype files.

download and build freetype:

  • download freetype from http://sourceforge.net/projects/freetype/files/freetype2/2.5.3/ft253.zip/download

  • extract the Archive

  • open freetype-2.5.3/builds/windows/vc2010/freetype.sln

  • To build the debug version select configuration "Debug Multithreaded"

    To build the release version select configuration "Release Multithreaded"

  • Press F7 or choose Build > Build Solution from the menu bar.

  • create a new Folder named "freetype" in the directory where you cloned GLideN64

  • copy the "include" folder from the archive to "freetype"

  • create a new folder in freetype, name it "lib"

  • open freetype-2.5.3/objs/win32/vc2010, copy the content to your "lib" folder

mupen64plus version:

  • use getRevision.sh to generate the Revision.h header, if you have problems with this script you can create Revision.h manually and add this line: #define PLUGIN_REVISION "0"

  • Open projects/msvc12/GLideN64.sln

  • To build the debug version select configuration "Debug_mupenplus"

    To build the release version select configuration "Release_mupenplus"

  • Press F7 or choose Build > Build Solution from the menu bar.

  • The default output directory is C:\Games\N64\M64Py. The directory can be changed in the project properties.

zilmar spec version:

How to build GLideNUI:

  • Download QT sources from here: http://www.qt.io/download-open-source/#section-2

  • Unpack downloaded archive somewhere, for example C:\QT\qt-everywhere-opensource-src

  • Go to C:\QT\qt-everywhere-opensource-src\qtbase\mkspecs\ folder and find specs for your compiler. For MSVS 2013 it will be win32-msvc2013 folder. In that folder find qmake.conf file. Open it in any text editor and replace all occurrences of "-MD" by "-MT", case sensitive.

  • Decide, where your want to see compiled QT build. For example, C:\Qt\qt-5_4_0-x86-msvc2013-static-build

  • Open Visual Studio, Service, Visual Studio command line. In command line window type

    cd C:\QT\qt-everywhere-opensource-src

    configure.bat -no-freetype -no-libpng -no-crt -c++11 -mp -release -opensource -static -nomake tests -nomake examples -prefix C:\Qt\qt-5_4_0-x86-msvc2013-static-build -platform win32-msvc2013 -opengl desktop -skip webkit

    nmake

Build will take time. Wait.

  • Download Visual Studio Add-in for Qt5 from the same download page. Install.

  • Restart Visual Studio. You will see new menu list QT5. Select 'Open QT5 project (.pro)' and select GLideNUI.pro project from GLideN64\src\GLideNUI. Make Visual Studio project for GLideNUI.

  • Open QT5 - QTOptions dialog and add path to your QT build

  • Right click on GLideNUI solution and select Change Solution QT version. Select your build.

  • Build solution.

How to build GLideN64:

  • use getRevision.sh to generate the Revision.h header, if you have problems with this script you can create Revision.h manually and add this line:
#define PLUGIN_REVISION "0"
  • Open projects/msvc12/GLideN64.sln

  • To build the debug version select configuration "Debug"

    To build the release version select configuration "Release"

  • Press F7 or choose Build > Build solution from the menu bar.

  • The default output directory is C:\Games\N64\Plugin. The directory can be changed in the project properties.