Windows
Windows Developer Environment Setup
Pull Submodules
git submodule update --init --recursive
Download and Install:
- Visual Studio Community 2022 (with C++ support)
- CMake
- Vulkan SDK version 1.3.275.0 (During install select "Shader Toolchain Debug Symbols - 64 bit" and deselect all other options)
- devkitPPC for GameCube/Wii development
- devkitARM for 3DS development
- Instructions for installing the devkitPro toolchains can be found in the devkitPro wiki here
Install devkitPro:
- Open your Start Menu and launch
devkitPro > MSys2 pacman-key --recv-keys C8A2759C315CFBC3429CC2E422B803BA8AA3D7CE --keyserver keyserver.ubuntu.compacman-key --lsign-key C8A2759C315CFBC3429CC2E422B803BA8AA3D7CE- Put this entry in
C:\devkitPro\msys2\etc\pacman.confabove the[dkp-libs]entry:
[libogc2-devkitpro]
Server = https://packages.libogc2.org/devkitpro/windows/$arch
Server = https://packages.extremscorner.org/devkitpro/windows/$arch
- pacman -Syuu
- pacman -S gamecube-tools-git libogc2 libogc2-libdvm
- Accept overwriting if asked.
- Restart computer if you've opened Visual Studio prior to installing
libogc2to make sure the environment variables are found. - Build shaders,
libgit2, and theStandalone\Generated\embedded-asset stubs by runningTools\prebuild.bat. The stub step writes minimal placeholders forEmbeddedAssets.{h,cpp},EmbeddedScripts.{h,cpp}, andAddonPlugins.cpponly if they are missing — these files are gitignored and normally regenerated by the Editor's "Build Data" action, but a fresh clone needs the stubs soStandalonecompiles. (Requires Python 3 on PATH.)
Visual Studio Setup & Editor Build
- Open
Polyphase.sln. - Switch to the
DebugEditorsolution configuration. - Set the
Standaloneproject as the Startup Project. - In the debug settings for
Standalone, change the working directory to$(SolutionDir). - Build and run
Standalone. This is the standalone level editor if you were making a game with Lua script only.