DirectX 5 Release Notes for the Platform SDK ---------------------------------------------- Setting up your DirectX build environment ----------------------------------------- To setup your DirectX build environment, edit the \samples\graphics\directx\dxsetenv.bat file to point to the location of your compiler, assembler, and the location of the Platform SDK. Run the dxsetenv.bat batch file. Windows 95-specific libs (VC and Watcom) are installed to \lib. Windows 95-specific libs (Borland) are installed to \lib\borland. If you have problems building the samples when running under a DOS Command box, try using a NT DOS CMD box instead. Start\Run, Type "CMD", hit enter". If you encounter problems building samples using the default build environment, you may need to edit the DXSETENV.BAT file to use WINDEF.H released with Microsoft Visual C++ version 5.0. SDK Samples ----------- To ensure compatability with all editors, all tabs in sample source code files have been replaced with spaces. All SDK samples are designed to be built in the directory they are in. Once your Win32 development environment is set up, you can go to any sample directory and do a make. There is a main make file in each sample directory: MAKEFILE - for use with Microsoft VC++ 2.0 or higher (NMAKE) There are 2 ways to build each sample, debug or retail. To build a sample as retail with VC++, just type: nmake nodebug=1 To build a sample as debug with VC++, just type: nmake There is also a master make file in the SAMPLES directory that will compile all the samples at once: MAKEFILE - for use with Microsoft VC++ 2.0 or higher (NMAKE) Creating a setup program for your game --------------------------------------- We have included the source code to a sample setup program for a game which uses the DirectX runtimes. The source for this program is located in \samples\Graphics\DirectX\setup. Note that to build your own custom setup program, all you need to do is edit the copy_list at the start of DINSTALL.C to be your list of files, search for "fox", and then for "bear", and change things appropriately. Next, create a game directory that includes your files and the setup program you have built. Xcopy /s the \redist\DirectX5\win95\directx directory to the root of your game directory, i.e.: XCOPY /S c:\mssdk\redist\DirectX5\win95\directx\*.* D:\FUNGAME If you are building an autorun CD title, you can copy the AUTORUN.INF at \samples\Graphics\DirectX\setup to the root of your game directory. If your installation program is called SETUP.EXE, you will not have to make any changes to this file. If it is called something else, then you can edit AUTORUN.INF appropriately. Notes for users of Visual C++ 4.2 --------------------------------- Visual C++ 4.2 includes the DX2 header files and libraries. If you are getting errors compiling the samples, make sure that the DX5 include and lib paths come before the MSVC++ 4.2 include and libs. Notes for users of Watcom C/C++ ------------------------------- Watcom C/C++ v10.6 is required to compile the DXSDK samples. v10.0 is not sufficient. The Microsoft Windows Platform SDK is also required and is expected to be in \MSTOOLS on the same drive as your DXSDK sample files. If the Platform SDK is elsewhere, you can set the MSTOOLS environment variable to point to its root directory (e.g. set MSTOOLS=\MSTOOLS). Change lines 408-410 of SAMPLES\WIN32.MAK from: libc = libc.lib oldnames.lib libcmt = libcmt.lib oldnames.lib libcdll = msvcrt.lib oldnames.lib to: libc = libcmt = libcdll = The Watcom makefiles expect the WATCOM environment variable to be set, as it should have been by the Watcom installation procedure. Only a subset of the samples have Watcom makefiles. Watcom and Watcom C/C++ are trademarks of Powersoft, Watcom Division.