Lots of questions about compiling (VS 2003)
Moderator: ZSNES Mods
Lots of questions about compiling (VS 2003)
I need a little help with compilling zsnes with vs studio 2003. I'm not sure where to begin, so I thought I'd ask here. Here's is what I think (and tried), but I wanted to know what steps I'm missing.
0) Build the zlib, png libraries and download the Directx sdk.
1) Create a new project.
2) Add all the C files
3) Add all the ASM files
4) Add a custom build command to execute nasm for each asm file.
5) I don't actually assemble the "inc" files, just make sure they are where the asm files can find them?
I've made several stabs at this allready but been unsuccesful (wouldn't compile without md.h, but the asm files assembled fine). I also have several general questions about compilling.
6) What is parsegen.cpp and objfix.cpp for?
7) How can I incorporate their use in the above VS workspace?
8) where does the MD.h file come from? Is it generated by one of the above programs?
9) Why is the older dsp no longer usable?
I'm working on an Xbox port (which is why I need to use VS 2003), and I have been spending several days studying the assembly to understand where things take place. Basically my next big hurdle is getting a windows build using VS 2003 and I was hoping someone could offer some tips (or even better a solution file/workspace). Thanks in advance.
0) Build the zlib, png libraries and download the Directx sdk.
1) Create a new project.
2) Add all the C files
3) Add all the ASM files
4) Add a custom build command to execute nasm for each asm file.
5) I don't actually assemble the "inc" files, just make sure they are where the asm files can find them?
I've made several stabs at this allready but been unsuccesful (wouldn't compile without md.h, but the asm files assembled fine). I also have several general questions about compilling.
6) What is parsegen.cpp and objfix.cpp for?
7) How can I incorporate their use in the above VS workspace?
8) where does the MD.h file come from? Is it generated by one of the above programs?
9) Why is the older dsp no longer usable?
I'm working on an Xbox port (which is why I need to use VS 2003), and I have been spending several days studying the assembly to understand where things take place. Basically my next big hurdle is getting a windows build using VS 2003 and I was hoping someone could offer some tips (or even better a solution file/workspace). Thanks in advance.
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- ZSNES Developer
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Do not use any of MSVC's project garbage.
Read zsnes/docs/install.txt
Read zsnes/docs/install.txt
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
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- ZSNES Developer
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I don't know why you'd want to use MSVC's stuff over the makefile, but if you want to make your own MSVC stuff, you have work ahead of you.
You'll need to have parsegen handle the PSR files.
objfix is used with MinGW.
You'll need to have parsegen handle the PSR files.
objfix is used with MinGW.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding
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- ZSNES Developer
- Posts: 3904
- Joined: Tue Jul 27, 2004 10:54 pm
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Outputted by parsegen.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding
I want to use VS Ide because it is able to build executables in the Xbox format. It's probablly possible for me to use a makefile to do this, but I have no clue what it's doing to build an .xbe verses a .exe.
Maybe I could figure that out and still use the makefile.ms with modifications.
When you say MinGW, do you mean the version of gcc that comes with MinGW?
Maybe I could figure that out and still use the makefile.ms with modifications.
When you say MinGW, do you mean the version of gcc that comes with MinGW?
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- ZSNES Developer
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MinGW is GCC for Windows (along with a few other tools).
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
_____________
Insane Coding
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- Locksmith of Hyrule
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Nach on #zsnes on FreeNode wrote:<Nach> and if someone wants to quote me, it's "when idiots join forces, mass stupidity becomes its own life force".
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
Importing the source code into Visual Studio itself is probably as complicated as working out the compiler options to edit the make file, and since it is quite apparent that nobody here cares, least of all myself, how about you find another project more easily ported to the XBox? Or better yet, do like the smart people and buy an old SNES, and either stock up on games, or find a backup unit. The overall experience is likely to be more pleasant anyway.