mirror of
https://github.com/HarbourMasters/Shipwright.git
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e42b18cf71
* 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>
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Building Ship of Harkinian
Windows
- Requires Python >= 3.6.
- Install Visual Studio 2022 Community Edition
- In the Visual Studio Installer, install
MSVC v142 - VS 2019 C++
. - Clone the Ship of Harkinian repository.
- Place one or more compatible roms in the
OTRExporter
directory with namings of your choice. - Run
OTRExporter/OTRExporter.sln
. - Switch the solution to
Release x64
. - Build the solution.
- Launching
OTRExporter/extract_assets.py
will generate anoot.otr
archive file inOTRExporter/oot.otr
. - Run
soh/soh.sln
- Switch the solution to
Release x86
. - Build the solution.
- Copy the
OTRExporter/oot.otr
archive file tosoh/Release
. - 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
- 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
- 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:
- Double click on the script after placing one or more roms in the directory.
- Drag & Drop a rom onto the script.
- In a terminal run
python3 extract_assets.py
after placing one or more roms in the directory. - 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.