# Building Ship of Harkinian ## Windows 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 v143 - VS 2022 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) During installation, check the "Desktop development with C++" feature set: ![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 v143 toolset. This is often done by default. It is recommended that you install Python and Git standalone, the install process in VS Installer has given some issues in the past. 1. Clone the Ship of Harkinian repository _Note: Be sure to either clone with the ``--recursive`` flag or do ``git submodule update --init`` after cloning to pull in the libultraship submodule!_ 2. After setup and initial build, use the built-in OTR extraction to make your oot.otr/oot-mq.otr files. _Note: Instructions assume using powershell_ ```powershell # Navigate to the Shipwright repo within powershell. ie: cd "C:\yourpath\Shipwright" cd Shipwright # Setup cmake project # Add `-DCMAKE_BUILD_TYPE:STRING=Release` if you're packaging & 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v143 -A x64 # Generate soh.otr & 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target GenerateSohOtr # Compile project # Add `--config Release` if you're packaging & 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 # Now you can run the executable in .\build\x64 or run in Visual Studio ``` ### Developing SoH With the cmake build system you have two options for working on the project: #### Visual Studio To develop using Visual Studio you only need to use cmake to generate the solution file: ```powershell # Generates Ship.sln at `build/x64` for Visual Studio 2022 & 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v143 -A x64 ``` #### 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. _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._ _Experimental: You can also use another build system entirely rather than MSVC like [Ninja](https://ninja-build.org/) for possibly better performance._ ### 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 ``` ### Additional CMake Targets #### Clean ```powershell # If you need to clean the project you can run C:\Program Files\CMake\bin\cmake.exe --build build-cmake --target clean ``` #### Regenerate Asset Headers ```powershell # If you need to regenerate the asset headers to check them into source C:\Program Files\CMake\bin\cmake.exe --build build-cmake --target ExtractAssetHeaders ``` ## 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 # 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 # 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 # 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 # 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 ``` ### Build _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._ ```bash # Clone the repo and enter the directory git clone https://github.com/HarbourMasters/Shipwright.git cd Shipwright # Clone the submodules git submodule update --init # Generate Ninja project # Add `-DCMAKE_BUILD_TYPE:STRING=Release` if you're packaging # Add `-DPython3_EXECUTABLE=$(which python3)` if you are using non-standard Python installations such as PyEnv cmake -H. -Bbuild-cmake -GNinja # Generate soh.otr cmake --build build-cmake --target GenerateSohOtr # Compile the project # Add `--config Release` if you're packaging cmake --build build-cmake # Now you can run the executable in ./build-cmake/soh/soh.elf # To develop the project open the repository in VSCode (or your preferred editor) ``` ### 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) ``` ### Additional CMake Targets #### Clean ```bash # If you need to clean the project you can run cmake --build build-cmake --target clean ``` #### Regenerate Asset Headers ```bash # If you need to regenerate the asset headers to check them into source cmake --build build-cmake --target ExtractAssetHeaders ``` ## macOS Requires Xcode (or xcode-tools) && `sdl2, libpng, glew, ninja, cmake` (can be installed via homebrew, macports, etc) **Important: For maximum performance make sure you have ninja build tools installed!** _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._ ```bash # Clone the repo git clone https://github.com/HarbourMasters/Shipwright.git cd ShipWright # Clone the submodule libultraship git submodule update --init # Generate Ninja project # Add `-DCMAKE_BUILD_TYPE:STRING=Release` if you're packaging cmake -H. -Bbuild-cmake -GNinja # Generate soh.otr cmake --build build-cmake --target GenerateSohOtr # Compile the project # Add `--config Release` if you're packaging cmake --build build-cmake # Now you can run the executable file: ./build-cmake/soh/soh-macos # To develop the project open the repository in VSCode (or your preferred editor) ``` ### 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 ``` ### Additional CMake Targets #### Clean ```bash # If you need to clean the project you can run cmake --build build-cmake --target clean ``` #### Regenerate Asset Headers ```bash # If you need to regenerate the asset headers to check them into source cmake --build build-cmake --target ExtractAssetHeaders ``` ## Switch 1. Requires that your build machine is setup with the tools necessary for your platform above 2. Requires that you have the switch build tools installed 3. Clone the Ship of Harkinian repository 4. Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice ```bash cd Shipwright # Setup cmake project for your host machine cmake -H. -Bbuild-cmake -GNinja # Extract assets & generate OTR (run this anytime you need to regenerate OTR) cmake --build build-cmake --target ExtractAssets # Setup cmake project for building for Switch cmake -H. -Bbuild-switch -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake # Build project and generate nro cmake --build build-switch --target soh_nro # Now you can run the executable in ./build-switch/soh/soh.nro # To develop the project open the repository in VSCode (or your preferred editor) ``` ## Wii U 1. Requires that your build machine is setup with the tools necessary for your platform above 2. Requires that you have the Wii U build tools installed 3. Clone the Ship of Harkinian repository 4. Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice ```bash cd Shipwright # Setup cmake project for your host machine cmake -H. -Bbuild-cmake -GNinja # Extract assets & generate OTR (run this anytime you need to regenerate OTR) cmake --build build-cmake --target ExtractAssets # Setup cmake project for building for Wii U cmake -H. -Bbuild-wiiu -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/WiiU.cmake # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging) # Build project and generate rpx cmake --build build-wiiu --target soh # --target soh_wuhb (for building .wuhb) # Now you can run the executable in ./build-wiiu/soh/soh.rpx or the Wii U Homebrew Bundle in ./build-wiiu/soh/soh.wuhb # To develop the project open the repository in VSCode (or your preferred editor) ``` # Compatible Roms See [`supportedHashes.json`](supportedHashes.json) ## Getting CI to work on your fork 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 `soh/`. 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). ### 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. ### 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.