- SDL-compatible game controller (e.g. XB360/XBOne)
## Building
Clone the respository with submodules (`git clone --recursive` or `git clone` and `git submodule update --init`).
### Windows
Requirements:
- Visual Studio 2019
1. Open the Visual Studio solution `duckstation.sln` in the root, or "Open Folder" for cmake build.
2. Build, binaries are located in `bin/x64`.
3. Copy the DLL files from `dep/msvc/bin64` to the binary directory.
4. Run `duckstation-x64-Release.exe` or whichever config you used.
1. Clone the respository with submodules (`git clone --recursive` or `git clone` and `git submodule update --init`).
2. Open the Visual Studio solution `duckstation.sln` in the root, or "Open Folder" for cmake build.
3. Build, binaries are located in `bin/x64`.
4. Copy the DLL files from `dep/msvc/bin64` to the binary directory.
5. Run `duckstation-x64-Release.exe` or whichever config you used.
### Linux
Requirements:
- CMake
- SDL2
1. Create a build directory, either in-tree or elsewhere.
2. Run cmake to configure the build system. Assuming a build subdirectory of `build-release`, `cd build-release && cmake -DCMAKE_BUILD_TYPE=Release -GNinja ..`.
3. Compile the source code. For the example above, run `ninja`.
4. Run the binary, located in the build directory under `src/duckstation/duckstation`.
1. Clone the repository. Submodules aren't necessary, there is only one and it is only used for Windows.
2. Create a build directory, either in-tree or elsewhere.
3. Run cmake to configure the build system. Assuming a build subdirectory of `build-release`, `cd build-release && cmake -DCMAKE_BUILD_TYPE=Release -GNinja ..`.
4. Compile the source code. For the example above, run `ninja`.
5. Run the binary, located in the build directory under `src/duckstation/duckstation`.
### Android
**NOTE:** The Android frontend is still incomplete, not all functionality works and some paths are hard-coded.