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Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
08-13-2013, 04:05 AM (This post was last modified: 08-13-2013 04:13 AM by TheDax.)
Post: #16
RE: Guide:- Compiling PPSSPP on Windows for Dummies
This can probably be put in an appendix or something, but if you want to have your own version strings in addition to the default "vX.X.X-gXXXX" stuff, edit Windows\git-version-gen.cmd, line 66 or so to this:

Code:
echo const char *PPSSPP_GIT_VERSION = "My Custom Build String %GIT_VERSION%"; >> "%GIT_VERSION_FILE%"

Change My Custom Build String to whatever you want, and you'll still get the nifty git version tag too.
Caveat: If you want to use backslashes( \ ) in it, make sure to use two instead(so that it's escaped): \\. Otherwise you'll get build errors.

For example, I'm using
Code:
echo const char *PPSSPP_GIT_VERSION = "TheDax Customs %GIT_VERSION%"; >> "%GIT_VERSION_FILE%"

And this displays as(Click/touch for full size):
[Image: iBXrsk6DJ6EZM.png]

3.8ghz i7 5930K, 16GB DDR4 RAM, 4GB Nvidia GTX 970, Asus X99 PRO, Windows 7 (SP1) x64
How to ask useful questions: http://support.microsoft.com/kb/555375
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08-13-2013, 04:41 AM
Post: #17
RE: Guide:- Compiling PPSSPP on Windows for Dummies
Also, if you want to do update just one of your native library, (let's say "native") then you can do by:

Code:
cd /c/programming/ppsspp/native/

and then
Code:
git pull -v --progress "origin"

It helps in those scenarios where you've got one of native library directly from github instead of cloning it from Git Bash. In my case, I downloaded the entire ffmpeg library from github at a time when I compile for a first time, so updating submodule was giving me error that ffmpeg is already present there. It saved a lot of my time, else i would have to update submodule from the start again.
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08-13-2013, 09:31 AM (This post was last modified: 08-13-2013 09:35 AM by arg274.)
Post: #18
RE: Guide:- Compiling PPSSPP on Windows for Dummies
"HALP MY PLEEAZE!"
seems like that git bash is a online thing.is there any way to get the clone of the repo thru dloading it on another pc and using that on another one which is offline?my workspace pc is offline but my dad's pc is online.

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08-13-2013, 12:54 PM (This post was last modified: 08-13-2013 12:56 PM by TheDax.)
Post: #19
RE: Guide:- Compiling PPSSPP on Windows for Dummies
If you want to do an offline build, you're better off downloading the latest master zip file, followed by native, ffmpeg, and lang, then extracting those latter 3 in the master's native, ffmpeg and lang folders, then compiling. You can skip lang and ffmpeg most of the time if you already have them; they're not updated often..

Not much point going through the whole git thing if you can't update to begin with.

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08-13-2013, 01:59 PM
Post: #20
RE: Guide:- Compiling PPSSPP on Windows for Dummies
(08-13-2013 12:54 PM)daxtsu Wrote:  If you want to do an offline build, you're better off downloading the latest master zip file, followed by native, ffmpeg, and lang, then extracting those latter 3 in the master's native, ffmpeg and lang folders, then compiling. You can skip lang and ffmpeg most of the time if you already have them; they're not updated often..

Not much point going through the whole git thing if you can't update to begin with.

thnx,i'd rather dload the zips each day as im offline...

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08-13-2013, 04:25 PM (This post was last modified: 08-13-2013 05:10 PM by solarmystic.)
Post: #21
RE: Guide:- Compiling PPSSPP on Windows for Dummies
Hmm.. there are some good posts added all around by daxtsu and Danyal Zia. I hadn't considered the possiblity that one would want to compile PPSSPP on a totally offline PC, since the very nature of keeping updated with the latest commits that are constantly being added to the repository requires an online connection.

I'll add these to the Main FAQ, together with the proper credit attributed to each of you.

Thanks.

(How the heck are you reading my guide without an Internet connection anyway, arg274?)

-Edited the Guide with the additional information. Also made a small note to account for folk wanting to compile PPSSPP on an offline machine-

PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
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08-14-2013, 06:03 AM (This post was last modified: 08-14-2013 06:04 AM by arg274.)
Post: #22
RE: Guide:- Compiling PPSSPP on Windows for Dummies
(08-13-2013 04:25 PM)solarmystic Wrote:  (How the heck are you reading my guide without an Internet connection anyway, arg274?)

i use my phone or my dads pc.but i cant work on my dads pc as its not a good workspace...

bsides my pc is a ton stronger than that...

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08-17-2013, 05:20 AM (This post was last modified: 08-17-2013 10:22 AM by Donel.)
Post: #23
RE: Guide:- Compiling PPSSPP on Windows for Dummies
Guys, I've merged neobrain's softgpu from this pull request: https://github.com/hrydgard/ppsspp/pull/3197

It is VERY, VERY slow. 20-30% speed in YS Seven's menu, for example. I have an i7 980x @4.22 GHz, should it run this bad?

Its accuracy is pretty bad at the moment, but I think that's normal for now.
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08-17-2013, 07:09 AM
Post: #24
RE: Guide:- Compiling PPSSPP on Windows for Dummies
We can make our own PPSSPP builds too? Uber kewl. Will read this guide. Not expecting the world with my machine in sig but whutever.

Pentium D 820 @ 2.8 GHz stock, NVIDIA 7600 GT,1 GB RAM, Windows XP.
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08-17-2013, 07:30 AM
Post: #25
RE: Guide:- Compiling PPSSPP on Windows for Dummies
(08-17-2013 05:20 AM)Donel Wrote:  Guys, I've merged neobrain's softgpu from this pull request: https://github.com/hrydgard/ppsspp/pull/3197

It is VERY, VERY slow. 20-30% speed in YS Seven's Menu, for example. I have an i7 980x @4.22 GHz, should it run this bad?

Its accuracy is pretty bad at the moment, but I think that's normal for now.

Given that it's software, yes, it'll be exponentially slower than OpenGL. That said, it's not been optimised at all. It has no threading, SSE/MMX/AVX, etc., so it's natural that it'll be slow.

3.8ghz i7 5930K, 16GB DDR4 RAM, 4GB Nvidia GTX 970, Asus X99 PRO, Windows 7 (SP1) x64
How to ask useful questions: http://support.microsoft.com/kb/555375
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08-17-2013, 11:42 AM (This post was last modified: 08-24-2013 11:10 AM by TheDax.)
Post: #26
RE: Guide:- Compiling PPSSPP on Windows for Dummies
Compiling without FFMPEG:

Note that this will NOT auto-skip PSMFs or other movies; you'll simply have a black screen or possibly some graphical glitches while the movie "plays".

Minimum requirements:
1. PPSSPP's source code
2. Visual Studio 2010/2012
3. You've checked out lang and native via the following commands:
Code:
git submodule update --init "lang"
git submodule update --init "native"

So you've checked out a fresh copy of the source, but for one reason or another(testing, don't feel like downloading the 200 MByte/Mo+ submodule, etc.), you don't want FFMPEG support. Well here's how you can build on Windows without FFMPEG support, and without changing a single line of code.

Note: If for some reason you need Headless to build, repeat steps 1-3 for the PPSSPPHeadless project as well. If you don't need Headless, just right click it and choose Unload Project. You don't need it for gaming. You can also unload UnitTest if you wish; it's also not needed for gaming.

Make sure to change the Config/Platform dropdown boxes to reflect whichever configuration you need before changing these options.

1. Open up your PPSSPP solution/SLN file.
2. Right click on PPSSPPWindows and select Properties.
3. Go to Configuration Properties -> Linker -> Input, and change the Additional Dependencies box, then delete the following(click the textbox next to it so it shows the little dropdown arrow on the right, click it, then press "<Edit...>"):

Note: x64's text lines will look slightly different, but they still mention FFMPEG; remove them.

[Image: ibhlJ4VK0AHywD.png]

Now that that's done, we have to edit the Core project.
4. Right click Core and choose properties.
5. Under Configuration Properties -> C/C++ -> Preprocessor, click in the Preprocessor Definition textbox and remove USE_FFMPEG; from the list(it should be the first one). Yes, do remove the semi-colon after USE_FFMPEG.
6. Now compile and enjoy your copy of PPSSPP without FFMPEG support.

One last thing: On Core's property sheet, under Librarian -> General, x86 Release builds must delete everything under the additional dependencies line to strip out ffmpeg completely.

3.8ghz i7 5930K, 16GB DDR4 RAM, 4GB Nvidia GTX 970, Asus X99 PRO, Windows 7 (SP1) x64
How to ask useful questions: http://support.microsoft.com/kb/555375
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08-17-2013, 12:58 PM (This post was last modified: 08-17-2013 12:58 PM by Donel.)
Post: #27
RE: Guide:- Compiling PPSSPP on Windows for Dummies
(08-17-2013 07:30 AM)daxtsu Wrote:  
(08-17-2013 05:20 AM)Donel Wrote:  Guys, I've merged neobrain's softgpu from this pull request: https://github.com/hrydgard/ppsspp/pull/3197

It is VERY, VERY slow. 20-30% speed in YS Seven's Menu, for example. I have an i7 980x @4.22 GHz, should it run this bad?

Its accuracy is pretty bad at the moment, but I think that's normal for now.

Given that it's software, yes, it'll be exponentially slower than OpenGL. That said, it's not been optimised at all. It has no threading, SSE/MMX/AVX, etc., so it's natural that it'll be slow.

I thought it already had some optimization, but yeah, I know software rendering is usually much slower than hardware rendering.

I hope PPSSPP's software renderer gets as good as the PCSX2 one someday. It is much more accurate than the GSDX hardware renderers and still has good speed. It scales pretty well with more threads.
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08-17-2013, 03:08 PM
Post: #28
RE: Guide:- Compiling PPSSPP on Windows for Dummies
It's still in its infancy; it's only been worked on for about a month or so, so just keep your eyes peeled.

3.8ghz i7 5930K, 16GB DDR4 RAM, 4GB Nvidia GTX 970, Asus X99 PRO, Windows 7 (SP1) x64
How to ask useful questions: http://support.microsoft.com/kb/555375
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08-17-2013, 09:26 PM
Post: #29
RE: Guide:- Compiling PPSSPP on Windows for Dummies
(08-17-2013 07:09 AM)bonquacks Wrote:  We can make our own PPSSPP builds too? Uber kewl. Will read this guide. Not expecting the world with my machine in sig but whutever.

And.. done. The guide worked perfectly too on my older system with Windows XP, but the "compilling" part took quite a while.

It's fun to learn new things everyday! Thanks solarmystic for this guide.

Pentium D 820 @ 2.8 GHz stock, NVIDIA 7600 GT,1 GB RAM, Windows XP.
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08-20-2013, 08:59 PM
Post: #30
RE: Guide:- Compiling PPSSPP on Windows for Dummies
You're welcome bonquacks, glad to see another first timer gain the basics of compiling.

PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
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