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compiling direct x version
01-10-2014, 05:18 PM
Post: #91
RE: compiling direct x version
Are you sure? I tried in two different PCs, and didn't work. I'll try again in a third one.

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01-10-2014, 05:59 PM (This post was last modified: 01-10-2014 06:00 PM by Raimoo.)
Post: #92
RE: compiling direct x version
whoops my bad... it only works for 64 bits only...

looks like 32bit users will have to use angle's build for now :/

o.o Oh Hi XD
P.S: Wanted to go to Japan so badly

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01-11-2014, 01:37 AM
Post: #93
RE: compiling direct x version
(01-10-2014 05:59 PM)Raimoo Wrote:  whoops my bad... it only works for 64 bits only...

looks like 32bit users will have to use angle's build for now :/

Both versions use ANGLE, the newer one just has ANGLE patched to allow for refresh rates above 60Hz and fullscreen afaik. You can build a 32-bit version if the poster would tell you what revision numbers (both PPSSPP and ANGLE) those *.patch files patch against.
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01-11-2014, 02:24 AM
Post: #94
RE: compiling direct x version
How to use patch to make 32bit version?

Sry for bad english im chinese at malaysia
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01-11-2014, 04:10 AM
Post: #95
RE: compiling direct x version
(01-11-2014 02:24 AM)NgJinXiang14 Wrote:  How to use patch to make 32bit version?

Use git-apply if you're already working with git. http://git-scm.com/docs/git-apply

Then just compile the 32 bit version like you'd always do.
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01-11-2014, 06:25 AM
Post: #96
RE: compiling direct x version
if i patch it,i can play 32bit on opengl 1.4 computer right?

Sry for bad english im chinese at malaysia
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01-11-2014, 08:18 AM
Post: #97
RE: compiling direct x version
can someone patch it for me? i don't understand about patch. ( sorry for my bad english)
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01-11-2014, 09:33 AM
Post: #98
RE: compiling direct x version
i will patch it.(im no experience in such thing but i will do my best)

Sry for bad english im chinese at malaysia
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01-11-2014, 10:07 AM
Post: #99
RE: compiling direct x version
thanks NgJinXiang14. i'm looking forward to it
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01-11-2014, 10:09 AM (This post was last modified: 01-11-2014 10:20 AM by NgJinXiang14.)
Post: #100
RE: compiling direct x version
but i should patch into exe or branch?

And how to patch using git-apply?

Sry for bad english im chinese at malaysia
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01-11-2014, 11:51 AM
Post: #101
RE: compiling direct x version
You need to patch and compile the source code of both ANGLE and PPSSPP. Like I said, the only issue is that the original poster didn't specify which version he patched against, so you're going to have to guess.
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01-11-2014, 12:03 PM
Post: #102
RE: compiling direct x version
(01-11-2014 11:51 AM)Bigpet Wrote:  You need to patch and compile the source code of both ANGLE and PPSSPP. Like I said, the only issue is that the original poster didn't specify which version he patched against, so you're going to have to guess.

if you talking about which PPSSPP version used for the new patch, its the latest official build which is v0.9.6. (I've read through the forums in Nvidia forum)

Note that there are some issue with z-buffer with the new patch and they are currently try to fixed it.

o.o Oh Hi XD
P.S: Wanted to go to Japan so badly

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01-11-2014, 12:29 PM (This post was last modified: 01-11-2014 01:09 PM by NgJinXiang14.)
Post: #103
RE: compiling direct x version
Guy,i want to make ANGLE but always failed at precompiled(i meant cant find d3dcompiler.h),BigPet can you help me?

Sry for bad english im chinese at malaysia
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01-11-2014, 01:39 PM (This post was last modified: 01-11-2014 01:40 PM by GuilhermeGS2.)
Post: #104
RE: compiling direct x version
Can anyone compile a x86 version?

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01-11-2014, 06:03 PM
Post: #105
RE: compiling direct x version
(01-11-2014 01:39 PM)GuilhermeGS2 Wrote:  Can anyone compile a x86 version?

1+

i m French sry for my English ^_^

Not everyone is an english native speaker.It's fine.
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