mirror of
https://github.com/RetroDECK/RetroQUEST.git
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.. | ||
.vscode | ||
cmake | ||
CMakeFiles | ||
demo | ||
extern | ||
gen | ||
src | ||
template | ||
.clang-format | ||
.gitignore | ||
addons | ||
cmake_install.cmake | ||
CMakeCache.txt | ||
CMakeLists.txt | ||
CMakePresets.json | ||
compile_commands.json | ||
Makefile | ||
README.md |
Uhm, aksually, youre supposed to use scons to build gdextension projects...
I. don't. care.
For all i know scons sucks ass. I couldn't even build the example gdext project.
You'll have to deal with CMake. at least it works
Things you should know
- This is a hobby project, i have the right to not give a damn about it
- Still, i'll try to help if you ask nicely
- If launching with the provided debug dosbox pure dlls expect a "stack destroyed" exception. Just ignore it and move on
Building
- Windows only for now
- 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)
- Have CMake
- Pull the submodules
- Compile
Debugging (VSCode)
- Go into .vscode/launch.json
- Find the godot path on the "Windows Launch" task
- Change it for your godot's installation path
Launching
- Open the project on godot and launch it
- Click the debug button on vscode, it'll automatically launch the godot project in play mode and allow you to debug it
Changing the core
- Put the core you want to launch inside the "libretro-cores" folder on the godot project directory
- Modifiy the argument on node3d.gd function call of RetroHost.load_core to the name of the core dll without the .dll
Exported projects
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)
You just need to have your core's dll on one of those places and it should work.