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Add 2ship-specific BUILDING.md and supportedHashes.json. (HarbourMast…
…ers#551) * Add 2ship-specific BUILDING.md and supportedHashes.json. * Somehow missed N64 hash. Shipwright -> 2ship2harkinian Ship.sln -> 2s2h.sln * Mac dependencies Co-authored-by: inspectredc <[email protected]> --------- Co-authored-by: inspectredc <[email protected]>
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# Building 2 Ship 2 Harkinian | ||
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## Windows | ||
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Requires: | ||
* At least 8GB of RAM (machines with 4GB have seen complier failures) | ||
* Visual Studio 2022 Community Edition with the C++ feature set | ||
* One of the Windows SDKs that comes with Visual Studio, for example the current Windows 10 version 10.0.19041.0 | ||
* The `MSVC v142 - VS 2019 C++ build tools` component of Visual Studio | ||
* Python 3 (can be installed manually or as part of Visual Studio) | ||
* Git (can be installed manually or as part of Visual Studio) | ||
* Cmake (can be installed via chocolatey or manually) | ||
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During installation, check the "Desktop development with C++" feature set: | ||
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![image](https://user-images.githubusercontent.com/30329717/183511274-d11aceea-7900-46ec-acb6-3f2cc110021a.png) | ||
Doing so should also check one of the Windows SDKs by default. Then, in the installation details in the right-hand column, make sure you also check the v142 toolset. | ||
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You can also find the v142 toolset by searching through the individual components tab: | ||
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![image](https://user-images.githubusercontent.com/30329717/183521169-ead6a73b-a1bf-4e99-aab8-441746d8f08e.png) | ||
While you're there, you can also install Python 3 and Git if needed. | ||
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1. Clone the 2 Ship 2 Harkinian repository | ||
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_Note: Be sure to either clone with the ``--recursive`` flag or do ``git submodule init`` after cloning to pull in the libultraship submodule!_ | ||
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2. Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice | ||
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_Note: Instructions assume using powershell_ | ||
```powershell | ||
# Navigate to the 2ship2harkinian repo within powershell. ie: cd "C:\yourpath\2ship2harkinian" | ||
cd 2ship2harkinian | ||
# Setup cmake project | ||
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v142 -A x64 # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging) | ||
# or for VS2019 | ||
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 16 2019" -T v142 -A x64 | ||
# Extract assets & generate OTR (run this anytime you need to regenerate OTR) | ||
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target ExtractAssets # --config Release (if you're packaging) | ||
# Compile project | ||
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 # --config Release (if you're packaging) | ||
# Now you can run the executable in .\build\x64 | ||
# If you need to clean the project you can run | ||
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target clean | ||
# If you need to regenerate the asset headers to check them into source | ||
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target ExtractAssetHeaders | ||
# If you need a newer 2ship.o2r only | ||
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target Generate2ShipOtr | ||
``` | ||
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### Developing 2S2H | ||
With the cmake build system you have two options for working on the project: | ||
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#### Visual Studio | ||
To develop using Visual Studio you only need to use cmake to generate the solution file: | ||
```powershell | ||
# Generates 2s2h.sln at `build/x64` for Visual Studio 2022 | ||
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v142 -A x64 | ||
# or for Visual Studio 2019 | ||
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 16 2019" -T v142 -A x64 | ||
``` | ||
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#### Visual Studio Code or another editor | ||
To develop using Visual Studio Code or another editor you only need to open the repository in it. | ||
To build you'll need to follow the instructions from the building section. | ||
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_Note: If you're using Visual Studio Code, the [cpack plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._ | ||
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_Experimental: You can also use another build system entirely rather than MSVC like [Ninja](https://ninja-build.org/) for possibly better performance._ | ||
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### Generating the distributable | ||
After compiling the project you can generate the distributable by running: | ||
```powershell | ||
# Go to build folder | ||
cd "build/x64" | ||
# Generate | ||
& 'C:\Program Files\CMake\bin\cpack.exe' -G ZIP | ||
``` | ||
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## Linux | ||
### Install dependencies | ||
#### Debian/Ubuntu | ||
```sh | ||
# using gcc | ||
apt-get install gcc g++ git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libboost-dev libopengl-dev | ||
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# or using clang | ||
apt-get install clang git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libboost-dev libopengl-dev | ||
``` | ||
#### Arch | ||
```sh | ||
# using gcc | ||
pacman -S gcc git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net boost | ||
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# or using clang | ||
pacman -S clang git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net boost | ||
``` | ||
#### Fedora | ||
```sh | ||
# using gcc | ||
dnf install gcc gcc-c++ git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools nlohmann-json-devel tinyxml2-devel spdlog-devel boost-devel | ||
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# or using clang | ||
dnf install clang git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools nlohmann-json-devel tinyxml2-devel spdlog-devel boost-devel | ||
``` | ||
#### openSUSE | ||
```sh | ||
# using gcc | ||
zypper in gcc gcc-c++ git cmake ninja SDL2-devel libpng16-devel libzip-devel libzip-tools nlohmann_json-devel tinyxml2-devel spdlog-devel | ||
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# or using clang | ||
zypper in clang libstdc++-devel git cmake ninja SDL2-devel libpng16-devel libzip-devel libzip-tools nlohmann_json-devel tinyxml2-devel spdlog-devel | ||
``` | ||
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### Build | ||
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_Note: If you're using Visual Studio Code, the [CMake Tools plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._ | ||
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```bash | ||
# Clone the repo and enter the directory | ||
git clone https://github.com/HarbourMasters/2ship2harkinian.git | ||
cd 2ship2harkinian | ||
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# Clone the submodules | ||
git submodule update --init | ||
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# Generate Ninja project | ||
cmake -H. -Bbuild-cmake -GNinja # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging) -DPython3_EXECUTABLE=$(which python3) (if you are using non-standard Python installations such as PyEnv) | ||
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# Generate 2ship.o2r | ||
cmake --build build-cmake --target Generate2ShipOtr | ||
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# Compile the project | ||
cmake --build build-cmake # --config Release (if you're packaging) | ||
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# Now you can run the executable in ./build-cmake/mm/2s2h.elf | ||
# To develop the project open the repository in VSCode (or your preferred editor) | ||
``` | ||
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### Generate a distributable | ||
After compiling the project you can generate a distributable by running of the following: | ||
```bash | ||
# Go to build folder | ||
cd build-cmake | ||
# Generate | ||
cpack -G DEB | ||
cpack -G ZIP | ||
cpack -G External (creates appimage) | ||
``` | ||
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### Additional CMake Targets | ||
#### Clean | ||
```bash | ||
# If you need to clean the project you can run | ||
cmake --build build-cmake --target clean | ||
``` | ||
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#### Regenerate Asset Headers | ||
```bash | ||
# If you need to regenerate the asset headers to check them into source | ||
cp <path to your ROM> OTRExporter | ||
cmake --build build-cmake --target ExtractAssetHeaders | ||
``` | ||
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## macOS | ||
Requires Xcode (or xcode-tools) && `sdl2, libpng, glew, ninja, cmake, nlohmann-json, libzip` (can be installed via homebrew, macports, etc) | ||
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**Important: For maximum performance make sure you have ninja build tools installed!** | ||
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_Note: If you're using Visual Studio Code, the [cpack plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._ | ||
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```bash | ||
# Clone the repo | ||
git clone https://github.com/HarbourMasters/2ship2harkinian.git | ||
cd 2ship2harkinian | ||
# Clone the submodule libultraship | ||
git submodule update --init | ||
# Copy the baserom to the OTRExporter folder | ||
cp <path to your ROM> OTRExporter | ||
# Generate Ninja project | ||
cmake -H. -Bbuild-cmake -GNinja # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging) | ||
# Extract assets & generate OTR (run this anytime you need to regenerate OTR) | ||
cmake --build build-cmake --target ExtractAssets | ||
# Compile the project | ||
cmake --build build-cmake # --config Release (if you're packaging) | ||
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# Now you can run the executable file: | ||
./build-cmake/mm/2s2h-macos | ||
# To develop the project open the repository in VSCode (or your preferred editor) | ||
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# If you need to clean the project you can run | ||
cmake --build build-cmake --target clean | ||
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# If you need to regenerate the asset headers to check them into source | ||
cmake --build build-cmake --target ExtractAssetHeaders | ||
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# If you need a newer 2ship.o2r only | ||
cmake --build build-cmake --target Generate2ShipOtr | ||
``` | ||
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### Generating a distributable | ||
After compiling the project you can generate a distributable by running of the following: | ||
```bash | ||
# Go to build folder | ||
cd build-cmake | ||
# Generate | ||
cpack | ||
``` | ||
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# Compatible Roms | ||
See [`supportedHashes.json`](supportedHashes.json) | ||
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## Getting CI to work on your fork | ||
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The CI works via [Github Actions](https://github.com/features/actions) where we mostly make use of machines hosted by Github; except for the very first step of the CI process called "Extract assets". This steps extracts assets from the game file and generates an "assets" folder in `mm/`. | ||
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To get this step working on your fork, you'll need to add a machine to your own repository as a self-hosted runner via "Settings > Actions > Runners" in your repository settings. Make sure to add the 'asset-builder' tag to your newly added runner to assign it to run this step. To setup your runner as a service read the docs [here](https://docs.github.com/en/actions/hosting-your-own-runners/configuring-the-self-hosted-runner-application-as-a-service?platform=linux). | ||
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### Runner on Windows | ||
You'll have to enable the ability to run unsigned scripts through PowerShell. To do this, open Powershell as administrator and run `set-executionpolicy remotesigned`. Most dependencies get installed as part of the CI process. You will also need to separately install 7z and add it to the PATH so `7z` can be run as a command. [Chocolatey](https://chocolatey.org/) or other package managers can be used to install it easily. | ||
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### Runner on UNIX systems | ||
If you're on macOS or Linux take a look at `macports-deps.txt` or `apt-deps.txt` to see the dependencies expected to be on your machine. |
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[ | ||
{ | ||
"name": "N64 US", | ||
"sha1": "d6133ace5afaa0882cf214cf88daba39e266c078" | ||
}, | ||
{ | ||
"name": "GC US", | ||
"sha1": "9743aa026e9269b339eb0e3044cd5830a440c1fd" | ||
} | ||
] |