mirror of
https://github.com/RetroDECK/RetroQUEST.git
synced 2025-04-21 01:24:06 +00:00
34 lines
1.6 KiB
Markdown
34 lines
1.6 KiB
Markdown
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Uhm, aksually, youre supposed to use scons to build gdextension projects...\
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I. don't. care.\
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For all i know scons sucks ass. I couldn't even build the example gdext project.\
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You'll have to deal with CMake. at least it works
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# Things you should know
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- This is a hobby project, i have the right to not give a damn about it
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- Still, i'll try to help if you ask nicely
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- If launching with the provided debug dosbox pure dlls expect a "stack destroyed" exception. **Just ignore it and move on**
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# Building
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- Windows only for now
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- Have msvc or try another compiler, idk, do what you want (the debugging configured as is will only work if you have a full msvc installation)
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- Have CMake
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- Pull the submodules
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- Compile
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# Debugging (VSCode)
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- Go into .vscode/launch.json
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- Find the godot path on the "Windows Launch" task
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- Change it for your godot's installation path
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# Launching
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- Open the project on godot and launch it
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- Click the debug button on vscode, it'll automatically launch the godot project in play mode and allow you to debug it
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# Changing the core
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- Put the core you want to launch inside the "libretro-cores" folder on the godot project directory
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- Modifiy the argument on node3d.gd function call of RetroHost.load_core to the name of the core dll **without the .dll**
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# Exported projects
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It should work with exported projects since outside the editor it loads dlls the windows way ([first on the executable directory, then on the system directory and so on](https://learn.microsoft.com/en-us/windows/win32/dlls/dynamic-link-library-search-order))\
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You just need to have your core's dll on one of those places and it should work.
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