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52 lines
2.8 KiB
Markdown
52 lines
2.8 KiB
Markdown
# bsnes-classic
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This fork of bsnes-classic also includes perfect emulation of Super FX and Super FX 2 games as well as an experimental upscaling 6xBRZ filter for OpenGL. All courtesy of Zenju, CarterLi and awjackson.
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## Building on Windows (64-bit)
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- Get mingw-w64 with 64-bit Qt 4.8.6 and do a full installation of the exe (https://sourceforge.net/projects/qt64ng/files/qt/x86-64/4.8.6/mingw-4.9/seh/)
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- Set following environment variables (right click on My Computer, then Properties, Advanced, Environment variables):
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QTDIR to C:\Qt\4.X.X (or whatever path you installed QT)
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QMAKESPEC to win32-g++
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and adjust PATH, add C:\Qt\4.X.X\bin and C:\MinGW\bin (or whatever path you installed MinGW)
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- Logout/login or restart after changing environment variables, otherwise it won't work
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- Run the terminal from minGW in the start menu and navigate to the Makefiles
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- Run `mingw32-make`
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Building with the original MinGW used to be the preferred way to do it, but made building "out of the box" annoying for various reasons (including requiring outdated DirectX headers/libs and problems with some native Windows code) and is no longer supported.
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## Building on OS X
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- Install a C++ toolchain ([Xcode](https://developer.apple.com) is probably the easiest route)
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- Install Qt 4.8 (get [Brew](http://brew.sh) and run `brew install qt`)
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- Make sure the `qtpath` environment variable points to your Qt installation, ie. add `export qtpath=/usr/local/Cellar/qt/4.8.7_2` to .bash_profile.
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- Run `make`from the bsnes directory.
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If you're running macOS 10.12 Sierra you will (probably not) be able to install Qt4 using brew. If so, try installing this unofficial branch:
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```
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brew install cartr/qt4/qt
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brew linkapps qt
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```
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## Building on Linux / other *nix
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As there is no ``configure`` step, make sure necessary Qt4/X11 packages are installed. On a Debian/Ubuntu system, it would require a command like:
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```
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apt-get install libqt4-dev libqt4-dev-bin libxv-dev libsdl1.2-dev libao-dev
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libopenal-dev g++
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```
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Afterwards, run ``make`` and if everything works out correctly you will find the output binary in the ``out/`` directory.
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The snesfilter, snesreader, and supergameboy plugins can all be built by running make (or mingw32-make) after you've configured your environment to build bsnes itself.
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After building, just copy the .dll, .so, or .dylib files into the same directory as bsnes itself.
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This fork of bsnes doesn't include the alternate UI based on byuu's `phoenix` library. The purpose of this fork is primarily to add additional UI functionality and I have no intention of implementing every new feature twice using completely different libraries just to keep both versions of the UI at parity.
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bsnes v073 and its derivatives are licensed under the GPL v2; see *Help > License ...* for more information.
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## Contributors
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See *Help > Documentation ...* for a list of authors.
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