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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.com
  • pacman-key --lsign-key C8A2759C315CFBC3429CC2E422B803BA8AA3D7CE
  • Put this entry in C:\devkitPro\msys2\etc\pacman.conf above 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 libogc2 to make sure the environment variables are found.
  • Build shaders, libgit2, and the Standalone\Generated\ embedded-asset stubs by running Tools\prebuild.bat. The stub step writes minimal placeholders for EmbeddedAssets.{h,cpp}, EmbeddedScripts.{h,cpp}, and AddonPlugins.cpp only 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 so Standalone compiles. (Requires Python 3 on PATH.)

Visual Studio Setup & Editor Build

  1. Open Polyphase.sln .
  2. Switch to the DebugEditor solution configuration.
  3. Set the Standalone project as the Startup Project.
  4. In the debug settings for Standalone, change the working directory to $(SolutionDir).
  5. Build and run Standalone. This is the standalone level editor if you were making a game with Lua script only.