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authorMalkierian <malkierian@gmail.com>2024-06-02 19:54:36 -0700
committerGitHub <noreply@github.com>2024-06-02 21:54:36 -0500
commit5de6a9ac8f9d9b339ac51e7cfdd5789298f5aced (patch)
tree81daf475e833c41a856a0e8e71396dbcf86de91b /docs
parent03a597d44c5483eb3a6e033128935f08845cd188 (diff)
Add 2ship-specific BUILDING.md and supportedHashes.json. (#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 <78732756+inspectredc@users.noreply.github.com> --------- Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
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-rw-r--r--docs/supportedHashes.json10
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diff --git a/docs/BUILDING.md b/docs/BUILDING.md
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+# Building 2 Ship 2 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 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)
+
+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 v142 toolset.
+
+You can also find the v142 toolset by searching through the individual components tab:
+
+![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.
+
+1. Clone the 2 Ship 2 Harkinian repository
+
+_Note: Be sure to either clone with the ``--recursive`` flag or do ``git submodule init`` after cloning to pull in the libultraship submodule!_
+
+2. Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice
+
+_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
+```
+
+### Developing 2S2H
+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 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
+```
+
+#### 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
+```
+
+## 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/2ship2harkinian.git
+cd 2ship2harkinian
+
+# Clone the submodules
+git submodule update --init
+
+# 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)
+
+# Generate 2ship.o2r
+cmake --build build-cmake --target Generate2ShipOtr
+
+# Compile the project
+cmake --build build-cmake # --config Release (if you're packaging)
+
+# 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)
+```
+
+### 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
+cp <path to your ROM> OTRExporter
+cmake --build build-cmake --target ExtractAssetHeaders
+```
+
+## macOS
+Requires Xcode (or xcode-tools) && `sdl2, libpng, glew, ninja, cmake, nlohmann-json, libzip` (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/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)
+
+# 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)
+
+# If you need to clean the project you can run
+cmake --build build-cmake --target clean
+
+# If you need to regenerate the asset headers to check them into source
+cmake --build build-cmake --target ExtractAssetHeaders
+
+# If you need a newer 2ship.o2r only
+cmake --build build-cmake --target Generate2ShipOtr
+```
+
+### 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
+```
+
+# 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 `mm/`.
+
+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.
diff --git a/docs/supportedHashes.json b/docs/supportedHashes.json
new file mode 100644
index 000000000..f85ec84c3
--- /dev/null
+++ b/docs/supportedHashes.json
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+[
+ {
+ "name": "N64 US",
+ "sha1": "d6133ace5afaa0882cf214cf88daba39e266c078"
+ },
+ {
+ "name": "GC US",
+ "sha1": "9743aa026e9269b339eb0e3044cd5830a440c1fd"
+ }
+] \ No newline at end of file