Merge branch 'master' into master
This commit is contained in:
commit
efc788f047
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@ -7,6 +7,10 @@
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*.ilk
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*.exp
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# Patch and wiggle related residdue
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*.rej
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*.porig
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# Precompiled Headers
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*.gch
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*.pch
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@ -41,6 +45,7 @@
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# Text editor remnants
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*.swp
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.vscode/*
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.idea/*
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# General project-specific ignores
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doxygen/doxygen/*
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8
Makefile
8
Makefile
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@ -263,14 +263,11 @@ ifeq ($(TARGET_RPI),1)
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endif
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endif
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# RPi3 or RPi4, in ARM64 (aarch64) mode. NEEDS TESTING 32BIT.
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# DO NOT pass -mfpu stuff here, thats for 32bit ARM only and will fail for 64bit ARM.
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ifneq (,$(findstring aarch64,$(machine)))
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ifneq (,$(findstring aarch64,$(machine)))
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model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown')
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ifneq (,$(findstring 3,$(model)))
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ifneq (,$(findstring 3,$(model)))
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OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -O3
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else ifneq (,$(findstring 4,$(model)))
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OPT_FLAGS := -march=armv8-a+crc+simd -mtune=cortex-a72 -O3
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@ -554,7 +551,6 @@ $(BUILD_DIR)/text/%/define_text.inc.c: text/define_text.inc.c text/%/courses.h t
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$(CPP) $(VERSION_CFLAGS) $< -o $@ -I text/$*/
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$(TEXTCONV) charmap.txt $@ $@
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ALL_DIRS := $(BUILD_DIR) $(addprefix $(BUILD_DIR)/,$(SRC_DIRS) $(ASM_DIRS) $(GODDARD_SRC_DIRS) $(ULTRA_SRC_DIRS) $(ULTRA_ASM_DIRS) $(ULTRA_BIN_DIRS) $(BIN_DIRS) $(TEXTURE_DIRS) $(TEXT_DIRS) $(SOUND_SAMPLE_DIRS) $(addprefix levels/,$(LEVEL_DIRS)) include) $(MIO0_DIR) $(addprefix $(MIO0_DIR)/,$(VERSION)) $(SOUND_BIN_DIR) $(SOUND_BIN_DIR)/sequences/$(VERSION)
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# Make sure build directory exists before compiling anything
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58
README.md
58
README.md
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@ -61,11 +61,67 @@ Run `make` to build (defaults to `VERSION=us`)
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```
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make VERSION=jp -j6 # build (J) version with 6 jobs
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make VERSION=us WINDOWS_BUILD=1 # builds a (U) Windows executable
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make TARGET_RPI=1 # targets an executable for a Raspberry Pi
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```
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### On Windows
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A full guide is to be written. You can use [mxe](https://mxe.cc/) and MinGW.
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#### 1. Set up MSYS2, following [this guide](https://github.com/orlp/dev-on-windows/wiki/Installing-GCC--&-MSYS2).
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#### 2. Install dependencies
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```
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pacman -S mingw-w64-i686-glew mingw-w64-x86_64-glew mingw-w64-i686-SDL2 mingw-w64-x86_64-SDL2 python3
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```
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#### 3. Copy baserom(s) for asset extraction
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For each version (jp/us/eu) that you want to build an executable for, put an existing ROM at
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`./baserom.<version>.z64` for asset extraction.
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#### 4. On MSYS2, navigate to the sm64pc folder and then enter `./tools/audiofile-0.3.6/`. Inside this directory, run
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```
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autoreconf -i
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```
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Only leave this directory on step 9.
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#### 5. Run the `configure` script
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```
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PATH=/mingw64/bin:/mingw32/bin:$PATH LIBS=-lstdc++ ./configure --disable-docs
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```
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#### 6. Run the `make` script
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```
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PATH=/mingw64/bin:/mingw32/bin:$PATH make
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```
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#### 7. Create a lib directory in `tools/`
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```
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mkdir ../lib
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```
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#### 8. Copy the compiled libaudiofile to `tools/lib/`
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```
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cp libaudiofile/.libs/libaudiofile.a ../lib/
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cp libaudiofile/.libs/libaudiofile.la ../lib/
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```
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#### 9. Navigate back to `tools/`, then alter the `Makefile` and add `-lstdc++` on the following line
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```
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tabledesign_CFLAGS := -Wno-uninitialized -laudiofile -lstdc++
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```
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#### 10. Run `make`
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```
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PATH=/mingw64/bin:/mingw32/bin:$PATH make
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```
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#### 11. Navigate back to the sm64pc root directory.
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#### 12. Finally, run `make` once more.
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(Note that mingw32 and mingw64 have been swapped. This is so you can build the 32bit application successfully.)
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```
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PATH=/mingw32/bin:/mingw64/bin:$PATH make
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```
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### For the web
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@ -78,14 +78,29 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
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{SDL_SCANCODE_KP_MULTIPLY, SDL_SCANCODE_PRINTSCREEN}
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};
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static void gfx_sdl_set_fullscreen(bool fullscreen)
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{
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if (fullscreen)
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{
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowCursor(SDL_DISABLE);
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}
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else
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{
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SDL_SetWindowFullscreen(wnd, 0);
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SDL_ShowCursor(SDL_ENABLE);
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}
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configFullscreen = fullscreen;
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}
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static void gfx_sdl_init(void) {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_ShowCursor(SDL_DISABLE); // Removes the cursor from view when upon the game's window.
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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#ifdef TARGET_RPI
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#ifdef USE_GLES
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // These attributes allow for hardware acceleration on RPis.
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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#ifndef TARGET_RPI
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wnd = SDL_CreateWindow("Super Mario 64 PC-Port", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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#ifndef USE_GLES
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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#else
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wnd = SDL_CreateWindow("Super Mario 64 RPi (GLES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL_ES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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#endif
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if (configFullscreen)
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{
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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}
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gfx_sdl_set_fullscreen(configFullscreen);
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SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(2); // TODO 0, 1 or 2 or remove this line
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SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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inverted_scancode_table[windows_scancode_table[i]] = i;
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if (state[SDL_SCANCODE_LALT] && state[SDL_SCANCODE_RETURN])
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{
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if (!configFullscreen)
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{
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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}
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else
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{
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SDL_SetWindowFullscreen(wnd, 0);
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}
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configFullscreen = !configFullscreen;
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gfx_sdl_set_fullscreen(!configFullscreen);
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}
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else if (state[SDL_SCANCODE_ESCAPE] && configFullscreen)
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{
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gfx_sdl_set_fullscreen(false);
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}
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}
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