forked from Dniel97/segatools
117 lines
3.9 KiB
Markdown
117 lines
3.9 KiB
Markdown
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# Development
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This document is intended for developers interested in contributing to segatools. Please read this document before
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you start developing/contributing.
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## Goals
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We want you to understand what this project is about and its goals. The following list serves as a guidance for all
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developers to identify valuable contributions for this project. As the project evolves, these gaols might do as well.
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* Allow running Sega arcade (rhythm) games on arbitrary hardware
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* Emulate required software and hardware features
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* Provide means to cope with incompatibility issues resulting from using a different software platform (e.g. version of Windows).
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* Provide an API for custom interfaces and configuring fundamental application features
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## Development environment
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The following tooling is required in order to build this project.
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### Tooling
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#### Linux / MacOSX
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* git
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* make
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* mingw-w64
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* docker (optional)
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On MacOSX, you can use homebrew or macports to install these packages.
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#### Windows
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TODO
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### IDE
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Ultimately, you are free to use whatever you feel comfortable with for development. The following is our preferred
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development environment which we run on a Linux distribution of our choice:
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* Visual Studio Code with the following extensions
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* C/C++
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* C++ Intellisense
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### Further tools for testing and debugging
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* Debugger: Can be part of your reverse engineering IDE of your choice or stand-along like
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[OllyDbg](http://www.ollydbg.de/)
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* [apitrace](https://apitrace.github.io/): Trace render calls to graphics APIs like D3D and OpenGL.
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This tool allows you to record and re-play render calls of an application with frame-by-frame
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debugging. Very useful to analyze the render pipeline or debug graphicial glitches
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## Building
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The root `Makefile` contains various targets that allow you to build the project easily.
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### Local build
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For a local build, you need to install Meson and a recent build of MinGW-w64. Then you can start the
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build process:
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```shell
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make build
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```
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Build output will be located in `build/build32` and `build/build64` folders.
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### Cleanup local build
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```shell
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make clean
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```
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### Create distribution package (zip file)
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```shell
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make dist
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```
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The output will be located in `build/zip`.
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### Build and create distribution package using docker
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You can also build using docker which avoids having to setup a full development environment if you
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are just interested in building binaries of the latest changes. Naturally, this requires you to
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have the docker daemon installed.
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```shell
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make build-docker
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```
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Once completed successfully, the build output is located in the `build/docker/zip` sub-folder.
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### Building with Docker Desktop on Windows
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* [Install WSL2](https://docs.microsoft.com/en-us/windows/wsl/install-win10)
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* [Install Docker Desktop](https://docs.docker.com/docker-for-windows/install/)
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* Run Docker Desktop to start the Docker Engine
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* Open a command prompt (`cmd.exe`) and `cd` to your `segatools` folder
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* Run `docker-build.bat`
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* Once completed successfully, build output is located in the `build/docker/zip` sub-folder.
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### Building with Docker on Windows using WSL2
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* [Install WSL2](https://docs.microsoft.com/en-us/windows/wsl/install-win10)
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* Regarding Linux distribution, we recommend using Ubuntu 20.04
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* Run the "Ubuntu 20.04 LTS" App which opens a Linux shell
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* Install `make` and `docker` by running
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* `sudo apt-get update`
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* `sudo apt-get install make docker.io`
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* Add the current user to the docker group that you don't have to run docker commands with root:
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`sudo usermod -a -G docker $USER`
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* Run the docker daemon in the background: `sudo dockerd > /dev/null 2>&1 &`
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* Navigate to your segatools folder. If it is located on the `C:` drive, WSL automatically provides
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a mountpoint for that under `/mnt/c`, e.g. `cd /mnt/c/segatools` (if the folder `segatools` is
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located under `C:\segatools` on Windows).
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* Build segatools: `make build-docker`
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* Once completed successfully, build output is located in the `build/docker/zip` sub-folder
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