Shipwright/BUILDING.md
David Chavez e42b18cf71
Add Support for macOS (#441)
* Fixed soh filters

* add more makefile changes

* almost ready

* more updates

* update

* update

* Update Makefiles to handle both platforms

* Allow for overriding the CXX and CC executables

* Restore original structure while supporting custom CXX flags

* Remove some platform specific libs

* Dynamic target name

* Make X11 paths package-agnostic

* Remove changes to `gfx_opengl.cpp`

* Use OpenGL2 on MacOS instead of OpenGL3

* make it actually render something

* render at least the first texture, still need to figure out the second
one

* Let’s use OpenGL 3 again

* maybe this works to get the right texture? link's eyes still look off a bit

* did this work?

* set the platform to macos

* actual numbers are right, but logic is ugly XXX/TODO, i know

* add zlib to ldflags for ZAPDUtils

* A bit of cleanup

* Revert unneeded changes

* Remove GL_CHECK

* Fix issues with z64 branch

* use an std::map instead of a giant array

* three point filter fix (#2)

* Fix mac compilation

* fix audio for 64 bit

* revert audio heap size, keep bigger pools

* Add more Apple specific checks to our modifications

* Add building instructions for macOS

* Remove unecessary step from building instructions

* Add missing SDL2 & GLEW to Linux LDLIBS

* Update BUILDING.md

Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>

* Update soh/.gitignore to include other arch binaries

Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>

* Use right platform name for debugging window

Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>

* Fix stormlib on macos (arm64)

* Simplify some of the ifdef checks

* Revert an older no longer necessary fix

* Remove remaining unecessary deviations

* Update building instructions after StormLib changes

* Feature: Use OpenGL 4.1 (#1)

* Further tweak the BUILDING

* Tidy up

* reword -j message

* Add Jenkins CI Support (#2)

* Fix type issues

* add target <appbundle> and <filledappbundle>

add makefile targets to create an .app
`filledappbundle` creates the target with the .otr included

this should perhaps be moved to Application Support though

* pull gcc's rpath from otool output

* move make target to the end so it's not default

* Add Jenkins and make exe in par with other platforms

* Actually save build artefacts

* Fix artefact path

* Remove x11 mentions and linking (not used)

* Update building instructions for generating app

* use appsupport directory

* Add new app icon

* Update target to match macOS types

* Update more audio types

* fix null deref in Audio_PlayFanfare

* Remove old import from z64

* address final nit with apple ifdefs

Co-authored-by: KiritoDev <36680385+KiritoDv@users.noreply.github.com>
Co-authored-by: Jeffrey Crowell <github@crowell.biz>
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
2022-06-22 14:59:21 -04:00

3.0 KiB

Building Ship of Harkinian

Windows

  1. Requires Python >= 3.6.
  2. Install Visual Studio 2022 Community Edition
  3. In the Visual Studio Installer, install MSVC v142 - VS 2019 C++.
  4. Clone the Ship of Harkinian repository.
  5. Place one or more compatible roms in the OTRExporter directory with namings of your choice.
  6. Run OTRExporter/OTRExporter.sln.
  7. Switch the solution to Release x64.
  8. Build the solution.
  9. Launching OTRExporter/extract_assets.py will generate an oot.otr archive file in OTRExporter/oot.otr.
  10. Run soh/soh.sln
  11. Switch the solution to Release x86.
  12. Build the solution.
  13. Copy the OTRExporter/oot.otr archive file to soh/Release.
  14. Launch soh.exe.

Linux

# Clone the repo
git clone https://github.com/HarbourMasters/Shipwright.git
cd ShipWright
# Copy the baserom to the OTRExporter folder
cp <path to your ROM> OTRExporter
# Build the docker image
sudo docker build . -t soh
# Run the docker image with the working directory mounted to /soh
sudo docker run --rm -it -v $(pwd):/soh soh /bin/bash

Inside the Docker container:

# Clone and build StormLib
git clone https://github.com/ladislav-zezula/StormLib external/StormLib
cmake -B external/StormLib/build -S external/StormLib
cmake --build external/StormLib/build
cp external/StormLib/build/libstorm.a external
cp /usr/local/lib/libGLEW.a external

cd soh
# Extract the assets/Compile the exporter/Run the exporter
make setup -j$(nproc) OPTFLAGS=-O2 DEBUG=0
# Compile the code
make -j $(nproc) OPTFLAGS=-O2 DEBUG=0

macOS

  1. Requires gcc@12, sdl2, libpng, glew, dylibbundler (can be installed via brew, etc)
# Clone the repo
git clone https://github.com/HarbourMasters/Shipwright.git
cd ShipWright
# Copy the baserom to the OTRExporter folder
cp <path to your ROM> OTRExporter

cd soh
# Extract the assets/Compile the exporter/Run the exporter
# -jX defines number of cores to use for compilation - lower or remove entirely if having issues
make setup -j8 DEBUG=0 CC=gcc-12 CXX=g++-12
# Compile the code (watch the -j parameter as above)
make -j8 DEBUG=0 CC=gcc-12 CXX=g++-12
# Create macOS app bundle
make filledappbundle
  1. Launch soh app in the soh folder!

Compatible Roms

OOT_PAL_GC      checksum 0x09465AC3
OOT_PAL_GC_DBG1 checksum 0x871E1C92 (debug non-master quest)

OTRExporter Usage

The OTRExporter exports an oot.otr archive file which Ship of Harkinian requires to play.

Use the extract_assets.py script file to run the exporter using any of the following methods:

  1. Double click on the script after placing one or more roms in the directory.
  2. Drag & Drop a rom onto the script.
  3. In a terminal run python3 extract_assets.py after placing one or more roms in the directory.
  4. In a terminal run python3 extract_assets.py <path_to_rom>

If the script finds multiple roms the user is prompted which to use. Selection is done using the number keys and then pressing the carriage return key.