This project's goal is compiling a game across multiple consoles and computers. The game's code is stored in the /game
directory.
Currently most systems don't compile. Check the TO-DO section below to see what systems currently build.
- 3DS
- Android
- DreamCast (no TTF lib)
- iOS
- Linux
- MacOS
- Mac OS X (no PPC Frameworks)
- PlayStation 2 (issues loading mixer and ttf assets from CD)
- PSP
- PSVita
- Switch
- Windows 9x
- Windows
- Web
- Wii
- Wii U (builds, but black screen)
- Xbox (Original) (no audio)
- Xbox (UWP)
Install DevKitPro. Open DevKitPro > MSys2
. Type pacman -S 3ds-portlibs
and install ALL. In the project directory, CD to the /3ds
directory, type make
.
Using Windows, install Android Studio. Download the SDL2 release source's include
, src
and Android.mk
folders and files to the android\app\jni\SDL
directory. Do the same with SDL2_mixer and SDL2_ttf. Copy the game\res
directory to android\app\src\main\assets
directory. Open the android
directory with Android Studio, press Build > Make Project
. If you want to add more source code files, edit the android\app\jni\src\Android.mk
file.
Use a Linux distro like Ubuntu (WSL for Windows users). Setup KOS first, then OpenGL. In the project directory, CD to /dreamcast
, type make
.
Install DevKitPro. Open DevKitPro > MSys2
. Type pacman -S gamecube-portlibs
and install ALL. In the project directory, CD to the /gamecube
directory, type make
.
On a Mac computer, download SDL2, SDL2_ttf and SDL2_mixer sources. Unzip their contents into their ios/libs
directories. Open project/project.xcodeproj
with XCode, press build.
Use a Linux distro like Ubuntu (WSL for Windows users). In Terminal, type sudo apt update
, then sudo apt install build-essential libsdl2-dev libsdl2-mixer-dev libsdl2-ttf-dev
, then in the project directory, CD to the /linux
directory. Now type make
.
On a Mac computer, download SDL2 dmg, SDL2_ttf dmg and SDL2_mixer dmg open the DMGs, place the framework files in the /library/frameworks
directory. Open macos/game.xcodeproj
with XCode, press build.
On Windows, download Docker. Run docker, now open a command prompt at the RetroGameBuilder directory. Type: docker run --rm -it -v %cd%:/usr/local/project -w /usr/local/project ps2dev/ps2dev sh
. You should now be in the Docker engine. Type: apk add make mpc1-dev mpfr freetype libpng xorriso
, then cd ./ps2
, make
.
To build an iso disc image, use the command mkisofs ./APP -o ./game.iso -allow-lowercase
Install PSPDEV.
cd ./psp
mkdir build && cd build
psp-cmake ..
make
To edit the EBOOT file and add an icon, use PSPBrew.
To make a PSP ISO you need EBOOT2ISO and UMDGen.
Use a Linux distro like Ubuntu (WSL for Windows users). First install VitaSDK. In the project directory, CD to the /psvita
directory, then chmod a+x ./psvita.sh
, and run ./build.sh
. In /build
you will have your .vpk file.
Install DevKitPro. Open DevKitPro > MSys2
. Type pacman -S switch-portlibs
and install ALL. In the project directory, CD to the /switch
directory, type make
.
- Clone
https://github.com/emscripten-core/emsdk.git
. Navigate toemsdk
dir. - Linux/MacOS:
./emsdk install latest
,./emsdk activate latest
,source ./emsdk_env.sh
. Don't close Terminal. Go back to/web
dir, typechmod a+x build.sh
and./build.sh
. - Windows:
emsdk install latest
,emsdk activate latest
,emsdk_env.bat
. Don't close command window. Go back to/web
dir and runbuild.bat
- For testing, run
emrun build/game.html
.
If you plan on embeding the game into a website, you may want to change the canvas element to: <canvas class="emscripten" id="canvas" tabindex=1></canvas>
and add the script document.getElementById('canvas').focus();
. Also delete the emscripten svg and use style="display:none;"
on the textarea output.
Install DevKitPro. Open DevKitPro > MSys2
. Type pacman -S wii-portlibs
and install ALL. In the project directory, CD to the /wii
directory, type make
. Inside the wii/apps/SharkShark
directory should now be a res
folder and boot.dol
file. Copy the apps
folder to your Wii SD card and launch through the Homebrew Browser app.
- Install DevKitPro. Open
DevKitPro > MSys2
. Typepacman -S wiiu-portlibs
and install ALL. - Install libromfs-wiiu:
git clone https://github.com/yawut/libromfs-wiiu.git
cd libromfs-wiiu
make
sudo make install
- In the project directory, CD to the
/wiiu
directory, typemake
.
On a Windows computer, download SDL2 vc zip, TTF vc zip, Mixer vc zip unzip lib
and includes
directories to the windows\sdl2-vc
directory. Open windows\game.sln
file with Visual Studio, press build.
On a Windows (95, 98, ME) computer, download SDL VC6 zip, TTF VC6 zip, Mixer VC6 zip unzip includes
directories to the win9x\sdl-vc
directory, and the lib
directory files to C:\Program Files\Microsoft Visual Studio\VC98\Lib
directory. Open win9x\game.sln
file with Visual Studio 6.0, press build.
Use a Linux distro like Ubuntu (WSL for Windows users).
First time setup:
sudo apt update
sudo apt install build-essential cmake flex bison clang lld git llvm
cd ./xbox
sudo git clone --recursive https://github.com/fgsfdsfgs/nxdk.git ./nxdk
Copy this Makefile text, place the text at the top of the nxdk/lib/sdl
's Makefile.
To build:
./nxdk/bin/activate
make
Your .xbe file will be in the bin
directory.
Install Visual Studio with C++ UWP stuff. Download SDL2 source code releases (TTF and Mixer) and place zip contents into uwp-xbone/sdl-sln
directories. Copy game/res
directory to uwp-xbone\XboxSDL
. Click build or debug on your console.
If SDL TTF Mixer projects are missing/blank even after adding source code to the uwp-xbone/sdl-sln
directory, you have to add the VisualC-WinRT/*.vcxproj
files. On TTF and Mixer you need to Add > Reference SDL-UWP, and on the game project, Add > Reference SDL TTF and Mixer. If it still doesn't build and says it can't find the .h files, you have to open the game project properties and add the include directory paths.
NOTE: The game/res
folder path is hard coded in the game project's .vcxproj file.