Merge branch 'master' into master

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IvanDSM 2020-05-09 01:08:05 -03:00 committed by GitHub
commit 6281e00891
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4 changed files with 91 additions and 27 deletions

5
.gitignore vendored
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@ -7,6 +7,10 @@
*.ilk
*.exp
# Patch and wiggle related residdue
*.rej
*.porig
# Precompiled Headers
*.gch
*.pch
@ -41,6 +45,7 @@
# Text editor remnants
*.swp
.vscode/*
.idea/*
# General project-specific ignores
doxygen/doxygen/*

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@ -263,13 +263,10 @@ ifeq ($(TARGET_RPI),1)
endif
endif
# RPi3 or RPi4, in ARM64 (aarch64) mode. NEEDS TESTING 32BIT.
# DO NOT pass -mfpu stuff here, thats for 32bit ARM only and will fail for 64bit ARM.
ifneq (,$(findstring aarch64,$(machine)))
model = $(shell sh -c 'cat /sys/firmware/devicetree/base/model 2>/dev/null || echo unknown')
ifneq (,$(findstring 3,$(model)))
OPT_FLAGS := -march=armv8-a+crc -mtune=cortex-a53 -O3
else ifneq (,$(findstring 4,$(model)))
@ -554,7 +551,6 @@ $(BUILD_DIR)/text/%/define_text.inc.c: text/define_text.inc.c text/%/courses.h t
$(CPP) $(VERSION_CFLAGS) $< -o $@ -I text/$*/
$(TEXTCONV) charmap.txt $@ $@
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)
# Make sure build directory exists before compiling anything

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@ -61,11 +61,67 @@ Run `make` to build (defaults to `VERSION=us`)
```
make VERSION=jp -j6 # build (J) version with 6 jobs
make VERSION=us WINDOWS_BUILD=1 # builds a (U) Windows executable
make TARGET_RPI=1 # targets an executable for a Raspberry Pi
```
### On Windows
A full guide is to be written. You can use [mxe](https://mxe.cc/) and MinGW.
#### 1. Set up MSYS2, following [this guide](https://github.com/orlp/dev-on-windows/wiki/Installing-GCC--&-MSYS2).
#### 2. Install dependencies
```
pacman -S mingw-w64-i686-glew mingw-w64-x86_64-glew mingw-w64-i686-SDL2 mingw-w64-x86_64-SDL2 python3
```
#### 3. Copy baserom(s) for asset extraction
For each version (jp/us/eu) that you want to build an executable for, put an existing ROM at
`./baserom.<version>.z64` for asset extraction.
#### 4. On MSYS2, navigate to the sm64pc folder and then enter `./tools/audiofile-0.3.6/`. Inside this directory, run
```
autoreconf -i
```
Only leave this directory on step 9.
#### 5. Run the `configure` script
```
PATH=/mingw64/bin:/mingw32/bin:$PATH LIBS=-lstdc++ ./configure --disable-docs
```
#### 6. Run the `make` script
```
PATH=/mingw64/bin:/mingw32/bin:$PATH make
```
#### 7. Create a lib directory in `tools/`
```
mkdir ../lib
```
#### 8. Copy the compiled libaudiofile to `tools/lib/`
```
cp libaudiofile/.libs/libaudiofile.a ../lib/
cp libaudiofile/.libs/libaudiofile.la ../lib/
```
#### 9. Navigate back to `tools/`, then alter the `Makefile` and add `-lstdc++` on the following line
```
tabledesign_CFLAGS := -Wno-uninitialized -laudiofile -lstdc++
```
#### 10. Run `make`
```
PATH=/mingw64/bin:/mingw32/bin:$PATH make
```
#### 11. Navigate back to the sm64pc root directory.
#### 12. Finally, run `make` once more.
(Note that mingw32 and mingw64 have been swapped. This is so you can build the 32bit application successfully.)
```
PATH=/mingw32/bin:/mingw64/bin:$PATH make
```
### For the web

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@ -78,14 +78,29 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
{SDL_SCANCODE_KP_MULTIPLY, SDL_SCANCODE_PRINTSCREEN}
};
static void gfx_sdl_set_fullscreen(bool fullscreen)
{
if (fullscreen)
{
SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_ShowCursor(SDL_DISABLE);
}
else
{
SDL_SetWindowFullscreen(wnd, 0);
SDL_ShowCursor(SDL_ENABLE);
}
configFullscreen = fullscreen;
}
static void gfx_sdl_init(void) {
SDL_Init(SDL_INIT_VIDEO);
SDL_ShowCursor(SDL_DISABLE); // Removes the cursor from view when upon the game's window.
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#ifdef TARGET_RPI
#ifdef USE_GLES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // These attributes allow for hardware acceleration on RPis.
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
@ -94,21 +109,18 @@ static void gfx_sdl_init(void) {
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
#ifndef TARGET_RPI
wnd = SDL_CreateWindow("Super Mario 64 PC-Port", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
#ifndef USE_GLES
wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
#else
wnd = SDL_CreateWindow("Super Mario 64 RPi (GLES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL_ES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
#endif
if (configFullscreen)
{
SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
gfx_sdl_set_fullscreen(configFullscreen);
SDL_GL_CreateContext(wnd);
SDL_GL_SetSwapInterval(2); // TODO 0, 1 or 2 or remove this line
SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
inverted_scancode_table[windows_scancode_table[i]] = i;
@ -156,16 +168,11 @@ static void gfx_sdl_onkeydown(int scancode) {
if (state[SDL_SCANCODE_LALT] && state[SDL_SCANCODE_RETURN])
{
if (!configFullscreen)
{
SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
gfx_sdl_set_fullscreen(!configFullscreen);
}
else
else if (state[SDL_SCANCODE_ESCAPE] && configFullscreen)
{
SDL_SetWindowFullscreen(wnd, 0);
}
configFullscreen = !configFullscreen;
gfx_sdl_set_fullscreen(false);
}
}