270 lines
6.7 KiB
Markdown
270 lines
6.7 KiB
Markdown
# Frostbite2D 编译说明
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本文档记录当前 Windows PC 和 Nintendo Switch 版本的编译方法。命令默认在项目根目录执行:
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```powershell
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cd X:\NS_unknown_game\Frostbite2D-Engine
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```
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## 1. Windows PC 编译
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### 1.1 前置环境
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当前机器已验证可用:
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- Visual Studio 2026 MSVC x64 工具链
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- XMake:`C:\Program Files\xmake\xmake.exe`
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- CMake:`C:\Program Files\CMake\bin\cmake.exe`
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- Python 3.13,供 XMake 构建部分依赖包使用
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XMake 会自动拉取这些 PC 依赖:
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- SDL2
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- SDL2_image
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- SDL2_mixer
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- SDL2_ttf
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- GLM
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- zlib
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### 1.2 编译引擎静态库
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```powershell
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$env:PATH='C:\Program Files\CMake\bin;C:\Program Files\xmake;' + $env:PATH
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& 'C:\Program Files\xmake\xmake.exe' f -c -p windows -a x64 -m release -y
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& 'C:\Program Files\xmake\xmake.exe' build Frostbite2D
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```
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产物:
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```text
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build\windows\x64\release\Frostbite2D.lib
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```
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### 1.3 编译 Windows 测试 EXE
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项目内有一个最小 Windows 测试程序:
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```text
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examples\windows_smoke\main.cpp
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```
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编译命令:
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```powershell
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$env:PATH='C:\Program Files\CMake\bin;C:\Program Files\xmake;' + $env:PATH
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& 'C:\Program Files\xmake\xmake.exe' f -c -p windows -a x64 -m release -y
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& 'C:\Program Files\xmake\xmake.exe' build Frostbite2DWindowsSmoke
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```
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产物:
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```text
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build\windows\x64\release\Frostbite2DWindowsSmoke.exe
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```
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运行 EXE 时,需要把依赖 DLL 放在 EXE 同目录。当前已验证至少需要:
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```text
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SDL2.dll
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SDL2_image.dll
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SDL2_mixer.dll
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SDL2_ttf.dll
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FLAC.dll
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```
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如果重新清理构建目录后 DLL 丢失,可以从 XMake 包缓存复制。当前机器路径示例:
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```powershell
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$out='build\windows\x64\release'
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Copy-Item 'C:\Users\11655\AppData\Local\.xmake\packages\l\libsdl2\2.32.10\9cf157962d784bab85f45cbb66d68046\bin\SDL2.dll' $out -Force
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Copy-Item 'C:\Users\11655\AppData\Local\.xmake\packages\l\libsdl2_image\2.8.8\026ef5efba044dc0824fc0125a4307c9\bin\SDL2_image.dll' $out -Force
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Copy-Item 'C:\Users\11655\AppData\Local\.xmake\packages\l\libsdl2_mixer\2.8.1\03da77434a3f43dfa9c6e52b7ea5dafd\bin\SDL2_mixer.dll' $out -Force
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Copy-Item 'C:\Users\11655\AppData\Local\.xmake\packages\l\libsdl2_ttf\2.24.0\56f7684f28e04a3eb194f8f4a4ed4c2b\bin\SDL2_ttf.dll' $out -Force
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Copy-Item 'C:\Users\11655\AppData\Local\.xmake\packages\l\libflac\1.5.0\96b3cdc9f5834a3c9ac2a033627c794b\bin\FLAC.dll' $out -Force
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```
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运行测试:
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```powershell
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& build\windows\x64\release\Frostbite2DWindowsSmoke.exe
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```
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正常输出中应包含:
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```text
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Frostbite2D Windows smoke init ok.
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Renderer initialized
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TaskSystem initialized
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Application stopped
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```
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## 2. Nintendo Switch 编译
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### 2.1 前置环境
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当前机器已验证可用:
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- devkitPro:`C:\devkitPro`
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- devkitA64:`C:\devkitPro\devkitA64`
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- libnx:`C:\devkitPro\libnx`
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- Switch portlibs:`C:\devkitPro\portlibs\switch`
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- XMake:`C:\Program Files\xmake\xmake.exe`
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Switch 版依赖不走 XMake 的桌面包,而是使用 devkitPro 的 portlibs:
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- SDL2
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- SDL2_image
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- SDL2_mixer
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- SDL2_ttf
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- GLM
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- zlib
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- libnx
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### 2.2 编译 Switch 引擎静态库
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```powershell
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$env:PATH='C:\devkitPro\devkitA64\bin;C:\devkitPro\tools\bin;C:\devkitPro\msys2\usr\bin;C:\Program Files\CMake\bin;C:\Program Files\xmake;' + $env:PATH
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$env:DEVKITPRO='C:\devkitPro'
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$env:DEVKITA64='C:\devkitPro\devkitA64'
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& 'C:\Program Files\xmake\xmake.exe' f -c -p switch -a aarch64 -m release --toolchain=cross --sdk='C:\devkitPro\devkitA64' --bin='C:\devkitPro\devkitA64\bin' --cross='aarch64-none-elf-' -y
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& 'C:\Program Files\xmake\xmake.exe' build Frostbite2D
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```
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产物:
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```text
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build\switch\aarch64\release\libFrostbite2D.a
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```
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### 2.3 编译 Switch NRO 测试程序
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项目内有一个最小 Switch 测试程序:
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```text
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examples\switch_smoke\main.cpp
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```
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它会调用:
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```cpp
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frostbite2D::switchInit();
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frostbite2D::switchShutdown();
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```
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先确保 `libFrostbite2D.a` 已经生成,然后执行:
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```powershell
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$env:PATH='C:\devkitPro\devkitA64\bin;C:\devkitPro\tools\bin;C:\devkitPro\msys2\usr\bin;' + $env:PATH
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$env:DEVKITPRO='C:\devkitPro'
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$env:DEVKITA64='C:\devkitPro\devkitA64'
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$out='build\switch\aarch64\release\switch_smoke'
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New-Item -ItemType Directory -Force -Path $out | Out-Null
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$common=@(
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'-g',
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'-O2',
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'-D__SWITCH__',
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'-march=armv8-a+crc+crypto',
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'-mtune=cortex-a57',
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'-mtp=soft',
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'-ffunction-sections',
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'-fdata-sections',
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'-fPIE',
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'-IFrostbite2D\include',
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'-IFrostbite2D\third_party\quickjspp',
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'-IC:\devkitPro\libnx\include',
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'-IC:\devkitPro\portlibs\switch\include',
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'-IC:\devkitPro\portlibs\switch\include\SDL2',
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'-specs=C:\devkitPro\libnx\switch.specs'
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)
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$compileArgs=@('-c','-std=c++17') + $common + @(
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'-o', "$out\main.o",
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'examples\switch_smoke\main.cpp'
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)
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& C:\devkitPro\devkitA64\bin\aarch64-none-elf-g++.exe @compileArgs
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if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
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$linkArgs=@(
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'-specs=C:\devkitPro\libnx\switch.specs',
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'-g',
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'-march=armv8-a+crc+crypto',
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'-mtune=cortex-a57',
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'-mtp=soft',
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'-fPIE',
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'-Lbuild\switch\aarch64\release',
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'-LC:\devkitPro\libnx\lib',
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'-o', "$out\Frostbite2D_smoke.elf",
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"$out\main.o",
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'-lFrostbite2D',
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'-lnx'
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)
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& C:\devkitPro\devkitA64\bin\aarch64-none-elf-g++.exe @linkArgs
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if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
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& C:\devkitPro\tools\bin\nacptool.exe --create 'Frostbite2D Smoke' 'Frostbite2D' '1.0.0' "$out\control.nacp"
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if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
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& C:\devkitPro\tools\bin\elf2nro.exe "$out\Frostbite2D_smoke.elf" "$out\Frostbite2D_smoke_meta.nro" --nacp="$out\control.nacp" --icon=C:\devkitPro\libnx\default_icon.jpg
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if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
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```
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产物:
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```text
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build\switch\aarch64\release\switch_smoke\Frostbite2D_smoke.elf
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build\switch\aarch64\release\switch_smoke\Frostbite2D_smoke_meta.nro
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build\switch\aarch64\release\switch_smoke\control.nacp
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```
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推荐运行带元数据的版本:
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```text
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Frostbite2D_smoke_meta.nro
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```
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不带 NACP/icon 的 NRO 在 Ryujinx 1.3.3 中可能触发 `OpenNroAssetSection` 相关加载错误。
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正常运行后屏幕显示:
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```text
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Frostbite2D Switch smoke test
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Press PLUS to exit.
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```
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## 3. 常见问题
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### 3.1 切换平台后编译异常
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XMake 会缓存当前平台配置。Windows 和 Switch 来回切换时,建议使用 `f -c` 重新配置:
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```powershell
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& 'C:\Program Files\xmake\xmake.exe' f -c -p windows -a x64 -m release -y
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```
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或:
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```powershell
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& 'C:\Program Files\xmake\xmake.exe' f -c -p switch -a aarch64 -m release --toolchain=cross --sdk='C:\devkitPro\devkitA64' --bin='C:\devkitPro\devkitA64\bin' --cross='aarch64-none-elf-' -y
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```
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### 3.2 Windows EXE 启动时报 `0xC0000135`
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这是缺 DLL。把 SDL 相关 DLL 复制到 EXE 同目录即可。
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### 3.3 Switch NRO 在 Ryujinx 中加载失败
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优先使用带 NACP/icon 的:
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```text
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Frostbite2D_smoke_meta.nro
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```
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不要优先使用裸的 `Frostbite2D_smoke.nro`。
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