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https://github.com/TheRealRetro/mupen64plus-ps5.git
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build-native.bat (and release.bat) build with VULKAN=1 by default: the app links RADV and paraLLEl-RDP into build-native/, and Renderer (GPU, default, or CPU) chooses per game start. `build-native.bat Cpu` (VULKAN=0) builds the old CPU-only app into build-native-cpu/; the host build never links Vulkan. The build stops with a clear message when the RADV archive (mihawk-99/PS5_Vulkan, tools/build-radv.sh release) is missing. READMEs: the GPU renderer, its settings (Renderer, Internal resolution, GPU sync) and how to build RADV.
12 lines
738 B
Batchfile
12 lines
738 B
Batchfile
@echo off
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rem Builds the PS5 native application (Mupen64Plus PS5, PPSA99064) through WSL (Ubuntu-24.04).
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rem build-native.bat app folder + zip in build-native\
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rem build-native.bat Ffpfsc also a compressed .ffpfsc image
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rem build-native.bat Clean from scratch (deletes ps5\build first); release.bat always does this
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rem build-native.bat Cpu without the GPU renderer (angrylion only), in build-native-cpu\ (ps5\Makefile, VULKAN)
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rem See ps5\README.md (Building) for the WSL setup.
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setlocal
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set "N64_DIR=%~dp0"
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for /f "usebackq delims=" %%P in (`wsl.exe -d Ubuntu-24.04 -u root -e wslpath -a "%N64_DIR%."`) do set "N64_WSL=%%P"
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wsl.exe -d Ubuntu-24.04 -u root -e bash "%N64_WSL%/ps5/tools/build-native.sh" %*
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