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Building DOSBox-X

The page is about manually building the DOSBox-X source code. Automated development (preview) builds intended for testing purposes for various platforms are also available from the DOSBox-X Development Builds page. Released builds are available from the Releases page.

For instructions on installing and using DOSBox-X, please look at the INSTALL page and the DOSBox-X Wiki.

General information on source code compilation

The four major operating systems and platforms of DOSBox-X are:

  1. Windows 11, 10, 8, 7, Vista and XP for 32-bit and 64-bit x86/x64 and ARM

  2. Linux (with X11) 64-bit x86/x64, and on a Raspberry Pi 3/4

  3. macOS (Mac OS X) recent version, 64-bit Intel, ARM-based, and Universal

  4. DOS (MS-DOS 5.0+ or compatible)

Straight Windows builds are expected to compile using the free community edition of Visual Studio 2017 to Visual Studio 2022 and the DirectX 2010 SDK.

Linux and MinGW Windows builds are expected to compile with the GNU autotools.

macOS builds are expected to compile on the terminal using GNU autotools and the LLVM/Clang compiler provided by XCode. Universal macOS builds are only possible when building on a host machine powered by an Apple Silicon CPU, due to requiring parallel Homebrew installations running natively and under Rosetta 2.

In all cases, the code requires a C++ compiler that can support the C++11 standard.

Note that DOSBox-X supports both SDL 1.x and 2.x, and it is written to compile against the in-tree copy of the SDL 1.x (Simple Directmedia Libary), or against the SDL 2.x library provided by your Linux distribution.

For Visual Studio and MinGW compilation, the in-tree copy of SDL is always used. Note that the in-tree SDL 1.x library has been heavily modified from the original SDL 1.x source code and is thus somewhat incompatible with the stock library.

The modifications provide additional functions needed to improve DOSBox-X and fix many issues with keyboard input, window management, and display management that previously required terrible kludges within the DOSBox and DOSBox-X source code.

In Windows, the modifications also permit the emulation to run independent of the main window so that moving, resizing, or using menus does not cause emulation to pause.

In macOS, the modifications provide an interface to allow DOSBox-X to replace and manage the macOS menu bar.

Please look at the README.source-code-description file for more information and descriptions on the source code.

How to compile the source code (cross-platform)

  • General Linux or BSD compile (SDL1)
./build-debug
sudo make install
  • General Linux or BSD compile (SDL2)
./build-debug-sdl2
sudo make install
  • macOS compile (SDL1)

    • Build natively for the host architecture
      ./build-macos
      
    • Build a Universal Binary on an Apple Silicon CPU (will not work on Intel)
      ./build-macos universal
      
      You can build an App Bundle from the result of this build with
      make dosbox-x.app
      
  • macOS compile (SDL2)

    • Build natively for the host architecture
      ./build-macos-sdl2
      
    • Build a Universal Binary on an Apple Silicon CPU (will not work on Intel)
      ./build-macos-sdl2 universal
      
      You can build an App Bundle from the result of this build with
      make dosbox-x.app
      
  • MinGW compile (using MinGW-w64) for Windows Vista/7 or later (SDL1)

./build-mingw
  • MinGW compile (using MinGW-w64) for Windows Vista/7 or later (SDL2)
./build-mingw-sdl2
  • MinGW compile (using MinGW32, not MinGW-w64) for lower-end systems including Windows XP or later (SDL1)
./build-mingw-lowend
  • MinGW compile (using MinGW32, not MinGW-w64) for lower-end systems including Windows XP or later (SDL2)
./build-mingw-lowend-sdl2
  • MinGW compile (using MinGW32, not MinGW-w64) on Windows to target the DOS platform (MS-DOS or compatible with HX DOS Extender)
./build-mingw-hx-dos

NOTICE: Use the 32-bit toolchain from the original MinGW project for the lowend and HX-DOS builds, not the MinGW-w64 project. Binaries compiled with MinGW-w64 have extra dependencies which are not supported by Windows XP or the HX DOS Extender.

macOS: If you want to make an .app bundle you can run from the Finder, compile the program as instructed then run make dosbox-x.app.

XCode (on macOS, from the Terminal) to target macOS

./build-debug

To compile DOSBox-X in Ubuntu (tested with 20.04 and 20.10):

First install the development tools, headers and libraries needed

sudo apt install automake gcc g++ make libncurses-dev nasm libsdl-net1.2-dev libsdl2-net-dev libpcap-dev libslirp-dev fluidsynth libfluidsynth-dev libavdevice58 libavformat-dev libavcodec-dev libavcodec-extra libavcodec-extra58 libswscale-dev libfreetype-dev libxkbfile-dev libxrandr-dev

Then change to the directory where you unpacked the DOSBox-X source code, and run the following commands:

./build-debug
sudo make install

Alternatively you can also compile the SDL2 version by running the ./build-debug-sdl2 script.

To compile DOSBox-X in Fedora Workstation:

First install the development tools, headers and libraries needed

 sudo dnf group install "C Development Tools and Libraries"
 sudo dnf install SDL_net-devel SDL2_net-devel libxkbfile-devel ncurses-devel libpcap-devel libslirp-devel libpng-devel fluidsynth-devel freetype-devel nasm

If you want to be able to record video, you will also need to install ffmpeg-devel which you can get from the optional rpmfusion-free repository. Then change to the directory where you unpacked the DOSBox-X source code, and run the following commands:

 ./build-debug
 sudo make install

Alternatively you can also compile the SDL2 version by running the ./build-debug-sdl2 script.

To create a DOSBox-X RPM for use in RHEL, CentOS or Fedora:

First ensure that your system has all the necessary development tools and libraries installed, such as by following the dnf steps in the above "To compile DOSBox-X in Fedora Workstation". Then run the following commands:

 sudo dnf group install "RPM Development Tools"
 ./make-rpm.sh

After a successful compile, the RPM can be found in the releases directory.

Compiling the source code using Visual Studio (Windows)

You can build the source code with Visual Studio 2017, 2019, and 2022. (The code currently cannot be built with Visual Studio 2015) The executables will work on 32-bit and 64-bit Windows Vista or higher.

Use the ./vs/dosbox-x.sln "solution" file and build the source code. You will need the DirectX 2010 SDK for Direct3D9 support.

By default the targeted platform is v142 (Visual Studio 2019). To build the source code on Visual Studio 2017 or 2022, you may change the platform toolset to v141 or v143 respectively. For Visual Studio 2017, you have to set WindowsTargetPlatformVersion to whatever Windows SDK version installed in your PC, for example 10.0.22000.0. (Visual Studio 2019 and beyond will pick the latest Windows SDK version installed if you set the value to 10.0)

To build executables that will work on Windows XP, you have to change the target platform to v141 (Visual Studio 2017). After the build is completed, you have to patch the PE header of the executable using a tool included in the source code.

./contrib/windows/installer/PatchPE.exe path-to-your-exe-file/dosbox-x.exe

Libraries such as SDL, freetype, libpdcurses, libpng and zlib are already included, and as of DOSBox-X 0.83.6 support for FluidSynth MIDI Synthesizer is also included for Windows builds (set mididevice=fluidsynth in the [midi] section of DOSBox-X's configuration file (dosbox-x.conf) along with required soundfont file [e.g. FluidR3_GM.sf2 or GeneralUser_GS.sf2] to use it).

The slirp backend for the NE2000 network emulation is only supported by MinGW builds but not Visual Studio builds.

Build the source code for your platform (Win32, x64, ARM and ARM64 are supported).

As of 2018/06/06, Visual Studio 2017 builds (32-bit and 64-bit) explicitly require a processor that supports the SSE instruction set. As of version 2022.09.01, Visual Studio ARM/ARM64 builds require a Windows SDK that includes the OpenGL library.

Visual Studio Code is supported, too.

Check the README.development-in-Windows file for more information about this platform.

Libraries used by DOSBox-X

The following libraries are used by DOSBox-X:

Configure script options

The DOSBox-X configure script accepts the following switches, which you can use to customize the code compilation:

  • --enable-FEATURE[=ARG]

      Includes FEATURE [ARG=yes]
    
  • --enable-silent-rules

      Less verbose build output (undo: "make V=1")
    
  • --enable-dependency-tracking

      Do not reject slow dependency extractors
    
  • --enable-force-menu-sdldraw

      Forces SDL drawn menus
    
  • --enable-hx-dos

      Enables HX-DOS target
    
  • --enable-emscripten

      Enables Emscripten target
    
  • --enable-sdl

      Enables SDL 1.x
    
  • --enable-sdl2

      Enables SDL 2.x
    
  • --enable-xbrz

      Compiles with xBRZ scaler (default yes)
    
  • --enable-scaler-full-line

      Scaler render full line instead of detecting
      changes, for slower systems
    
  • --enable-alsa-midi

      Compiles with ALSA MIDI support (default yes)
    
  • --enable-d3d9

      Enables Direct3D 9 support
    
  • --enable-d3d-shaders

      Enables Direct3D shaders
    
  • --enable-debug

      Enables the internal debugger. --enable-debug=heavy enables even more 
      debug options. To use the debugger, DOSBox-X should be run from an xterm
      and when the sdl-window is active press alt-pause to enter the
      debugger.
    
  • --disable-FEATURE

      Do not include FEATURE (same as --enable-FEATURE=no)
    
  • --disable-silent-rules

      Verbose build output (undo: "make V=0")
    
  • --disable-dependency-tracking

      Speeds up one-time build
    
  • --disable-largefile

      Omits support for large files
    
  • --disable-x11

      Do not enable X11 integration
    
  • --disable-optimize

      Do not enable compiler optimizations
    
  • --disable-sdl2test

      Do not try to compile and run a test SDL 2.x program
    
  • --disable-sdltest

      Do not try to compile and run a test SDL 1.x program
    
  • --disable-alsatest

      Do not try to compile and run a test ALSA program
    
  • --disable-freetype

      Disables FreeType support
    
  • --disable-printer

      Disables printer emulation
    
  • --disable-mt32

      Disables MT32 emulation
    
  • --disable-screenshots

      Disables screenshots and movie recording
    
  • --disable-avcodec

      Disables FFMPEG avcodec support
    
  • --disable-fpu

      Disables the emulated FPU. Although the FPU emulation code isn't
      finished and isn't entirely accurate, it's advised to leave it on.
    
  • --disable-fpu-x86

  • --disable-fpu-x64

      Disables the assembly FPU core. Although relatively new, the x86/x64
      FPU core has more accuracy than the regular FPU core. 
    
  • --disable-dynamic-x86

      Disables the dynamic x86/x64 specific CPU core. Although it might be
      a bit unstable, it can greatly improve the speed of dosbox-x on x86 
      and x64 hosts.
      Please note that this option on x86/x64 will result in a different
      dynamic/recompiling CPU core being compiled than the default.
      For more information see the option --disable-dynrec
    
  • --disable-dynrec

      Disables the recompiling CPU core. Currently x86/x64 and arm only.
      You can activate this core on x86/x64 by disabling the dynamic-x86
      core.
    
  • --disable-dynamic-core

      Disables all dynamic cores. (same effect as --disable-dynamic-x86
      or --disable-dynrec).
    
  • --disable-opengl

      Disables OpenGL support (output mode that can be selected in the
      DOSBox-X configuration file).
    
  • --disable-unaligned-memory

      Disables unaligned memory access.