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Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
02-10-2014, 09:56 PM (This post was last modified: 02-10-2014 10:03 PM by solarmystic.)
Post: #91
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
(02-10-2014 07:33 PM)Oblivion Wrote:  @solarmystic
I want to revert changes made by this commit (merge) (causes Dissidia 012 and some other games' speed to drop 30%) and this commit (merge) (causes Dissidia 012 to have a red tint on cutscenes with a light background) and keep everything else intact. Is that possible with git or will I have to make the changes myself?

It is possible to do so.

The proscribed command for those two cases (assuming you're up to date using a git pull and you have NO current modifications to your working ppsspp directory that contains all the source files) would be:-

Code:
git revert --no-edit 2f7243b 09f1c79 60cf5df b48de95 c6dc6b4 9cfb864

Each set of numbers represents the first 7 digits of the SHA-1 commit id for each commit that you wish to revert. Note that we're not reverting the commits that merge them to master, but we're reverting the ones added in by the original authors of the commits themselves.

The commit by Bigpet which introduced the red tint on cutscenes is originally

Code:
2f7243b

There are 5 seperate commits by [Unknown] that make up his pull request which got merged to master and they are

Code:
09f1c79 60cf5df b48de95 c6dc6b4 9cfb864

You can get those details on the "Files" tab of the original pull request for each commit.

If you ever decide to change your mind on the revert and restore the original master back to the way it was, the command as always, is,

Code:
git reset --hard <current master commit id>

since a revert in itself is considered an additional commit that you're pushing to your own repository. Thus resetting the tree would be the easiest way to go back to the original path.

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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02-18-2014, 08:30 PM (This post was last modified: 02-18-2014 08:46 PM by Oblivion.)
Post: #92
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
@solarmystic
Thank you. I didn't have time to reply last week.

Initially, I tried to revert the merge. That did not work out well. I had to choose a parent but I did not know which one to choose.

The command to revert the commit is correct but I had to make a modification to your command pertaining to the order of the commits (SHA-1 hashes) shown in your command.

Your command:

(02-10-2014 09:56 PM)solarmystic Wrote:  
Code:
git revert --no-edit 2f7243b 09f1c79 60cf5df b48de95 c6dc6b4 9cfb864

When I enter this command in the terminal, I received an "error: could not revert b48de95...duplicate framebuffers textured onto themselves."

I decided to restore to the original master and reverse the order of the commits ((SHA-1 hashes) by [Unknown]) shown in your command. This modification allow Git Bash to revert the commits successfully.

Code:
git revert --no-edit 2f7243b 9cfb864 c6dc6b4 b48de95 60cf5df 09f1c79


Also, I ran into a problem with running this command. (Unfortunately, reinstalling git does not fix the problem) Other commands work fine except for this one:
Code:
git submodule update --init
The command occasionally hangs or freezes the Git Bash terminal so I had to follow FAQ Q7 for the other half of the submodules.

(08-01-2013 05:57 PM)solarmystic Wrote:  7. I've a totally offline PC but have access to another PC with Internet that I can use to get the source files. How do I compile PPSSPP on my system?
(question courtesy of arg274 and answer credited to Daxtsu)

Refer to this post for the answer.

(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.

Also, adjust your expectations accordingly, since without the fine control with individual commits offered by git bash that requires an online connection, you'll have redownload the bulk files everyday from your PC with the Internet connection. I highly recommend that you actually use the PC with the persistent Internet connection to compile PPSSPP.

For this part you should also include the dx9sdk (minidx9) submodule if you do not want to run into an error while compiling under MSVC 2013.
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02-18-2014, 10:18 PM (This post was last modified: 02-18-2014 10:26 PM by solarmystic.)
Post: #93
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
@Oblivion

Thanks for the feedback, I was wondering whether or not it worked on your end.

And thanks for the last bit about the dx9sdk submodule too, that portion of the FAQ was written long before that submodule became a mandatory requirement.

It's rather odd that the "git submodule update --init" line would freeze the terminal like that. It sometimes takes quite a while for the program to enumerate all of the files to determine which ones to update, especially if there's been a major submodule update recently (e.g. the FFMPEG one), but it should not ever completely freeze it. That's abnormal, and it hasn't ever happened to me before.

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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05-20-2014, 04:41 AM
Post: #94
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
@solarmystic

It's not needed anymore to download DX SDK
https://github.com/hrydgard/minidx9

needed files are included their Wink

Read last five comments from here
https://github.com/hrydgard/ppsspp/issues/4268

Phone: Nokia 701 FP2
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05-20-2014, 07:42 PM (This post was last modified: 05-20-2014 07:49 PM by solarmystic.)
Post: #95
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
(05-20-2014 04:41 AM)bhavin192 Wrote:  @solarmystic

It's not needed anymore to download DX SDK
https://github.com/hrydgard/minidx9

needed files are included their Wink

Read last five comments from here
https://github.com/hrydgard/ppsspp/issues/4268

I thought that (minidx9) only applied to the release builds. I was under the impression that debug builds still required the DX SDK to be built and debugged in the compiler.

I just uninstalled the DX SDK and the debug build still compiled successfully and entered debugging mode with no issues.

I have removed that requirement now, thanks for the correction.

Updated guide to remove DX SDK prerequisite. PPSSPP compiling (for both Release and Debug builds) only requires MSVC 2013 and a form of git. Users can safely uninstall the SDK from their systems if they've got no other applications that require it to gain some HDD space.

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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05-21-2014, 03:00 AM (This post was last modified: 05-21-2014 03:00 AM by TheDax.)
Post: #96
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
That submodule was mostly included for the buildbot, to be fair. I wouldn't necessarily count on it being there forever, though I can't speak for Henrik or Orphis. But for now, yeah, the DX SDK isn't needed.

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How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375
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11-20-2014, 08:57 AM
Post: #97
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
plz help how to change may ppsspp version to level99procrastinator build on github i tried each commit thats hes the author but always fatal: not repository etc...i really want that fix on psp2..plz someone help me...or you can send me a compile ppsspp with that fix...i hope you can help me on this T_T
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01-25-2018, 07:14 PM (This post was last modified: 01-25-2018 07:15 PM by GuilhermeGS2.)
Post: #98
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
I tried to compile PPSSPP in two different computers, I'm getting a lot of fatal erros code C1083. Some of them say it can't open "d3d11.h" and "d3d9.h", I have DirectX SDK installed.

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01-26-2018, 04:21 PM
Post: #99
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
Make sure you inited / updated all submodules(git submodule update --init --recursive), that's typical problem most inexperienced people will have and probably would cause your problem since we include stuff required for d3d backends as a minimalistic submodule.

Other problems on windows at least could be caused by Visual Studio version ~ PPSSPP supports currently 2015 and 2017 versions(community edition is fine). You also have to make sure to install XP compatible compiler and older SDK(8.1) as PPSSPP unfortunately still supports that ancient operating system so we can't build against latest windows SDK.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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01-26-2018, 06:44 PM
Post: #100
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
(01-26-2018 04:21 PM)LunaMoo Wrote:  Make sure you inited / updated all submodules(git submodule update --init --recursive), that's typical problem most inexperienced people will have and probably would cause your problem since we include stuff required for d3d backends as a minimalistic submodule.

Other problems on windows at least could be caused by Visual Studio version ~ PPSSPP supports currently 2015 and 2017 versions(community edition is fine). You also have to make sure to install XP compatible compiler and older SDK(8.1) as PPSSPP unfortunately still supports that ancient operating system so we can't build against latest windows SDK.

I'm using Visual Studio 2017 Community because 2015 can't be downloaded anywhere. I tried on Windows 7 and Windows 10 PCs, I had to install XP support, this was the first issue I had, have Windows 8.1 SDK installed too. I'm having issues trying to compile for Android too, with Eclipse it only builds a 2,59 MB APK, with Android Studio it says there's something wrong with CMake...I don't know what to do anymore. Sad

Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636)

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01-26-2018, 08:25 PM
Post: #101
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
As I said, both are supported and there's almost no difference between VS 2015 and 2017, althrough some update of the latter broke 32 builds due to some optimization, I think it was quickly fixed through(on VS side, that was never a ppsspp problem;p), I'm too lazy to make 32 bit build just to check, you should be building for 64 bit anyway unless planning to use some very old pc with windows XP or something;p.


If you don't understand how to update submodules - which is most likely your problem for windows at least(possibly android as well where it also needs submodules and will not build without althrough will have different issues since it doesn't use d3d;p) - I would recommend installing TortoiseGIT. It's basically taking the power of git commands and placing it under right click context menu, just as powerful, but doesn't require typing lenghty commands, while showing them, so kind of teaching you correct commands anyway.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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01-27-2018, 12:00 AM (This post was last modified: 01-27-2018 12:35 AM by GuilhermeGS2.)
Post: #102
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
I didn't downloaded the git with Git Bash, I downloaded it from GitHub as zip file. But I'll follow all the steps in this guide and let's see what will happen. I'm trying to compile a gl-render-manager build, don't know if I can download with Git Bash or only the master.

Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636)

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01-27-2018, 12:46 AM (This post was last modified: 01-27-2018 12:47 AM by LunaMoo.)
Post: #103
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
If you're downloading zip files, then you have to manually download all of those for every submodule and extract to correct folders separately;p. But downloading zip files sucks.

Bash is not part of git name as you appear using it, git is git, bash is bash, you don't need bash to get all power of git even through it's commonly shipped with it, windows cmd or any gui is just as good, some like tortoiseGit I mentioned earlier are very noob friendly.;p

What you downloaded was a clone of the ppsspp repository, not git. You have to download git separately ie from here.

Also with git you can keep many branches and whole history of all the changes at once, you don't need to download anything separately just fetch remote branches and switch to it or merge to master or whatever. Learn how to use it and you will see that everything is easy and you'll never have to redownload full repository nor it's submodules, just sync/update it.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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01-27-2018, 01:07 AM
Post: #104
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
@LunaMoo thanks for the help, this was the problem. Now I compiled everything fine.

And I have to say, this OpenGL threading is really fast compared to regular! Can't wait to see it working on Android.

Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636)

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05-04-2019, 01:48 PM
Post: #105
RE: Guide:- Compiling PPSSPP on Windows for Dummies (updated for MSVC 2013)
Slight update - XP compatibility is no longer needed, we oficially dropped support for that horribly outdated OS following Microsoft which dropped support for it in their latest toolset.Smile This also allows latest Win SDK, so no point in installing older ones just for the sake of building PPSSPP.
In total it should save up a few gb's out of the boot drive which is always nice even through ssd's are dirt cheap right now.:3

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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