mirror of
https://github.com/mwpenny/portal64-still-alive.git
synced 2024-11-23 04:19:50 +00:00
Remove Makefile and update build docs
This commit is contained in:
parent
771c06d934
commit
c35e2e64fc
1
.gitignore
vendored
1
.gitignore
vendored
@ -10,7 +10,6 @@ build/
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debugger/
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debugger/
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gfxvalidator/
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gfxvalidator/
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assets/locales/
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assets_working/
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assets_working/
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portal_pak_dir/
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portal_pak_dir/
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portal_pak_modified/
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portal_pak_modified/
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@ -2,7 +2,6 @@ FROM ubuntu:24.04
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WORKDIR /usr/src/app
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WORKDIR /usr/src/app
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ENV N64_LIBGCCDIR /opt/crashsdk/lib/gcc/mips64-elf/12.2.0
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ENV PATH /opt/crashsdk/bin:$PATH
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ENV PATH /opt/crashsdk/bin:$PATH
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ENV PATH /root/.local/bin:$PATH
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ENV PATH /root/.local/bin:$PATH
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ENV ROOT /etc/n64
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ENV ROOT /etc/n64
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@ -40,6 +39,7 @@ RUN apt-get update -y && \
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lua5.4 \
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lua5.4 \
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makemask \
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makemask \
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newlib-mips-n64 \
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newlib-mips-n64 \
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ninja-build \
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nodejs \
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nodejs \
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n64sdk \
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n64sdk \
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pip \
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pip \
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@ -58,10 +58,10 @@ RUN wget -P /opt/blender https://download.blender.org/release/Blender3.6/blender
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RUN tar -xf /opt/blender/blender-3.6.1-linux-x64.tar.xz -C /opt/blender
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RUN tar -xf /opt/blender/blender-3.6.1-linux-x64.tar.xz -C /opt/blender
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RUN rm /opt/blender/blender-3.6.1-linux-x64.tar.xz
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RUN rm /opt/blender/blender-3.6.1-linux-x64.tar.xz
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ENV BLENDER_3_6 /opt/blender/blender-3.6.1-linux-x64/blender
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ENV PATH="$PATH:/opt/blender/blender-3.6.1-linux-x64"
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RUN pipx ensurepath --force
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RUN pipx ensurepath --force
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RUN pipx install vpk
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RUN pipx install vpk
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# Avoid "dubious ownership" error when running git commands
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# Avoid "dubious ownership" error when running git commands
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RUN git config --global --add safe.directory "$PWD"
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RUN git config --global --add safe.directory "$PWD"
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694
Makefile
694
Makefile
@ -1,694 +0,0 @@
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#!smake
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# --------------------------------------------------------------------
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# Copyright (C) 1998 Nintendo. (Originated by SGI)
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#
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# $RCSfile: Makefile,v $
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# $Revision: 1.1.1.1 $
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# $Date: 2002/05/02 03:27:21 $
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# --------------------------------------------------------------------
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include $(N64_ROOT)/usr/include/n64/make/PRdefs
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SKELETOOL64:=skeletool64/build/skeletool64
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VTF2PNG:=vtf2png
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SFZ2N64:=sfz2n64
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$(SKELETOOL64):
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cmake -S skeletool64 -B skeletool64/build
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cmake --build skeletool64/build
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# Use tag name if the current commit is tagged, otherwise use commit hash
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# If not in a git repo, fall back to exported version
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GAME_VERSION := $(shell \
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(git describe --tags HEAD 2>/dev/null || cat version.txt) | \
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awk -F '-' '{print (NF >= 3 ? substr($$3, 2) : $$1)}' \
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)
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OPTIMIZER := -Os
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LCDEFS := -DGAME_VERSION=\"$(GAME_VERSION)\" -g -Werror -Wall
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N64LIB := -lultra_rom
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ifeq ($(PORTAL64_WITH_DEBUGGER),1)
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LCDEFS += -DPORTAL64_WITH_DEBUGGER
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endif
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ifeq ($(PORTAL64_WITH_RSP_PROFILER),1)
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LCDEFS += -DPORTAL64_WITH_RSP_PROFILER
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endif
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BASE_TARGET_NAME = build/portal
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LD_SCRIPT = linker/portal.ld
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CP_LD_SCRIPT = build/portal
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SCENE_SCALE = 128
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ASMFILES = $(shell find asm/ -type f -name '*.s')
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ASMOBJECTS = $(patsubst %.s, build/%.o, $(ASMFILES))
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CODEFILES = $(shell find src/ -type f -name '*.c' | sort)
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ifeq ($(PORTAL64_WITH_GFX_VALIDATOR),1)
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LCDEFS += -DPORTAL64_WITH_GFX_VALIDATOR
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CODEFILES += gfxvalidator/validator.c gfxvalidator/error_printer.c gfxvalidator/command_printer.c
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endif
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CODESEGMENT = build/code_segment
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BOOT_CODE = $(N64_ROOT)/usr/lib/n64/PR/bootcode/boot.6102
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RSP_BOOT = $(N64_ROOT)/usr/lib/n64/PR/rspboot.o
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RSP_UCODE = $(N64_ROOT)/usr/lib/n64/PR/gspF3DEX2.fifo.o
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ASP_UCODE = $(N64_ROOT)/usr/lib/n64/PR/aspMain.o
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DEPS = $(patsubst %.c, build/%.d, $(CODEFILES)) $(patsubst %.c, build/%.d, $(DATAFILES))
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-include $(DEPS)
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LCINCS = -I$(N64_ROOT)/usr/include/n64/PR -Isrc/
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LCDEFS += -DF3DEX_GBI_2 -DSCENE_SCALE=${SCENE_SCALE}
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#LCDEFS += -DF3DEX_GBI_2 -DFOG
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#LCDEFS += -DF3DEX_GBI_2 -DFOG -DXBUS
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#LCDEFS += -DF3DEX_GBI_2 -DFOG -DXBUS -DSTOP_AUDIO
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LDDIRS = -L$(N64_ROOT)/usr/lib/n64
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LDFLAGS = $(N64LIB) $(shell $(CC) -print-libgcc-file-name)
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default: english_audio
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english_audio: build/src/audio/subtitles.h portal_pak_dir $(SKELETOOL64)
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@$(MAKE) $(SKELETOOL64)
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@$(MAKE) buildgame
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all_languages: build/src/audio/subtitles.h portal_pak_dir german_audio french_audio russian_audio spanish_audio $(SKELETOOL64)
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@$(MAKE) $(SKELETOOL64)
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@$(MAKE) buildgame
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german_audio: vpk/portal_sound_vo_german_dir.vpk vpk/portal_sound_vo_german_000.vpk portal_pak_dir
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rm -rf portal_pak_dir/locales/de/
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vpk -x portal_pak_dir/locales/de/ vpk/portal_sound_vo_german_dir.vpk
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cp portal_pak_dir/sound/vo/aperture_ai/ding*.wav portal_pak_dir/locales/de/sound/vo/aperture_ai/
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cd portal_pak_dir/locales/de/sound/vo/aperture_ai/; ls | xargs -I {} mv {} german_{}
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rm -rf assets/locales/de/sound/vo/aperture_ai/
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@mkdir -p assets/locales/de/sound/vo/aperture_ai/
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cp assets/sound/vo/aperture_ai/*.sox assets/locales/de/sound/vo/aperture_ai/
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cd assets/locales/de/sound/vo/aperture_ai/; ls | xargs -I {} mv {} german_{}
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french_audio: vpk/portal_sound_vo_french_dir.vpk vpk/portal_sound_vo_french_000.vpk portal_pak_dir
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rm -rf portal_pak_dir/locales/fr/
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vpk -x portal_pak_dir/locales/fr/ vpk/portal_sound_vo_french_dir.vpk
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cp portal_pak_dir/sound/vo/aperture_ai/ding*.wav portal_pak_dir/locales/fr/sound/vo/aperture_ai/
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cd portal_pak_dir/locales/fr/sound/vo/aperture_ai/; ls | xargs -I {} mv {} french_{}
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rm -rf assets/locales/fr/sound/vo/aperture_ai/
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@mkdir -p assets/locales/fr/sound/vo/aperture_ai/
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cp assets/sound/vo/aperture_ai/*.sox assets/locales/fr/sound/vo/aperture_ai/
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cd assets/locales/fr/sound/vo/aperture_ai/; ls | xargs -I {} mv {} french_{}
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russian_audio: vpk/portal_sound_vo_russian_dir.vpk vpk/portal_sound_vo_russian_000.vpk portal_pak_dir
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rm -rf portal_pak_dir/locales/ru/
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vpk -x portal_pak_dir/locales/ru/ vpk/portal_sound_vo_russian_dir.vpk
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cp portal_pak_dir/sound/vo/aperture_ai/ding*.wav portal_pak_dir/locales/ru/sound/vo/aperture_ai/
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cd portal_pak_dir/locales/ru/sound/vo/aperture_ai/; ls | xargs -I {} mv {} russian_{}
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rm -rf assets/locales/ru/sound/vo/aperture_ai/
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@mkdir -p assets/locales/ru/sound/vo/aperture_ai/
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cp assets/sound/vo/aperture_ai/*.sox assets/locales/ru/sound/vo/aperture_ai/
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cd assets/locales/ru/sound/vo/aperture_ai/; ls | xargs -I {} mv {} russian_{}
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spanish_audio: vpk/portal_sound_vo_spanish_dir.vpk vpk/portal_sound_vo_spanish_000.vpk portal_pak_dir
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rm -rf portal_pak_dir/locales/es/
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vpk -x portal_pak_dir/locales/es/ vpk/portal_sound_vo_spanish_dir.vpk
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cp portal_pak_dir/sound/vo/aperture_ai/ding*.wav portal_pak_dir/locales/es/sound/vo/aperture_ai/
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cd portal_pak_dir/locales/es/sound/vo/aperture_ai/; ls | xargs -I {} mv {} spanish_{}
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rm -rf assets/locales/es/sound/vo/aperture_ai/
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@mkdir -p assets/locales/es/sound/vo/aperture_ai/
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cp assets/sound/vo/aperture_ai/*.sox assets/locales/es/sound/vo/aperture_ai/
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cd assets/locales/es/sound/vo/aperture_ai/; ls | xargs -I {} mv {} spanish_{}
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german_audio_only: vpk/portal_sound_vo_german_dir.vpk vpk/portal_sound_vo_german_000.vpk build/src/audio/subtitles.h portal_pak_dir $(SKELATOOL64)
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rm -rf portal_pak_dir/locales/
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vpk -x portal_pak_dir/ vpk/portal_sound_vo_german_dir.vpk
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@$(MAKE) -C skelatool64
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@$(MAKE) buildgame
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french_audio_only: vpk/portal_sound_vo_french_dir.vpk vpk/portal_sound_vo_french_000.vpk build/src/audio/subtitles.h portal_pak_dir $(SKELATOOL64)
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rm -rf portal_pak_dir/locales/
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vpk -x portal_pak_dir/ vpk/portal_sound_vo_french_dir.vpk
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@$(MAKE) -C skelatool64
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@$(MAKE) buildgame
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russian_audio_only: vpk/portal_sound_vo_russian_dir.vpk vpk/portal_sound_vo_russian_000.vpk build/src/audio/subtitles.h portal_pak_dir $(SKELATOOL64)
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rm -rf portal_pak_dir/locales/
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vpk -x portal_pak_dir/ vpk/portal_sound_vo_russian_dir.vpk
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@$(MAKE) -C skelatool64
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@$(MAKE) buildgame
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spanish_audio_only: vpk/portal_sound_vo_spanish_dir.vpk vpk/portal_sound_vo_spanish_000.vpk build/src/audio/subtitles.h portal_pak_dir $(SKELATOOL64)
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rm -rf portal_pak_dir/locales/
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vpk -x portal_pak_dir/ vpk/portal_sound_vo_spanish_dir.vpk
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@$(MAKE) -C skelatool64
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@$(MAKE) buildgame
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buildgame: $(BASE_TARGET_NAME).z64
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# Allow targets to depend on the GAME_VERSION variable via a file.
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# Update the file only when it differs from the variable (triggers rebuild).
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.PHONY: gameversion
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build/version.txt: gameversion
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ifneq ($(shell cat build/version.txt 2>/dev/null), $(GAME_VERSION))
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@mkdir -p $(@D)
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@echo -n $(GAME_VERSION) > $@
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endif
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include $(COMMONRULES)
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build/%.o: %.c
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@mkdir -p $(@D)
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$(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@"
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$(CC) $(CFLAGS) -c -o $@ $<
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build/%.o: %.s
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@mkdir -p $(@D)
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$(AS) -o $@ $< -DBOOT_CODE=$(BOOT_CODE)
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####################
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## Assets
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####################
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src/models/shadow_caster.h src/models/shadow_caster_geo.inc.h: assets/fbx/ShadowCaster.fbx
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skeletool64 -s 100 -r 0,0,0 -n shadow_caster -o src/models/shadow_caster.h assets/fbx/ShadowCaster.fbx
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src/models/ground.h src/models/ground_geo.inc.h: assets/fbx/Ground.fbx
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skeletool64 -s 100 -r 0,0,0 -n ground -o src/models/ground.h assets/fbx/Ground.fbx
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src/models/subject.h src/models/subject_geo.inc.h: assets/fbx/Subject.fbx
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skeletool64 -s 100 -r 0,0,0 -n subject -o src/models/subject.h assets/fbx/Subject.fbx
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src/models/sphere.h src/models/sphere_geo.inc.h: assets/fbx/Sphere.fbx
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skeletool64 -s 100 -r 0,0,0 -n sphere -o src/models/sphere.h assets/fbx/Sphere.fbx
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####################
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## vpk extraction
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####################
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portal_pak_dir: vpk/Portal/portal/portal_pak_dir.vpk
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vpk -x portal_pak_dir vpk/Portal/portal/portal_pak_dir.vpk
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vpk -x portal_pak_dir vpk/Portal/hl2/hl2_sound_misc_dir.vpk
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vpk -x portal_pak_dir vpk/Portal/hl2/hl2_misc_dir.vpk
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TEXTURE_SCRIPTS = $(shell find assets/ -type f -name '*.ims')
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TEXTURE_IMAGES = $(TEXTURE_SCRIPTS:assets/%.ims=portal_pak_modified/%.png) \
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portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor.png
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TEXTURE_VTF_SOURCES = $(TEXTURE_SCRIPTS:assets/%.ims=portal_pak_dir/%.vtf)
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ALL_VTF_IMAGES = $(shell find portal_pak_dir/ -type f ! -wholename '* *' -name '*.vtf')
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ALL_PNG_IMAGES = $(ALL_VTF_IMAGES:%.vtf=%.png) \
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portal_pak_dir/materials/signage/signage_doorstate_on.png \
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portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor_on.png \
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portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor_on.png
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$(TEXTURE_VTF_SOURCES): portal_pak_dir
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%.png: %.vtf
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-$(VTF2PNG) $< $@
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portal_pak_dir/materials/signage/signage_doorstate_on.png: portal_pak_dir/materials/signage/signage_doorstate.vtf
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$(VTF2PNG) -f 2 $< $@
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portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor_on.png: portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor.vtf
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$(VTF2PNG) -f 2 $< $@
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portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor_on.png: portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor.vtf
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$(VTF2PNG) -f 2 $< $@
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portal_pak_dir/materials/effects/portal_1_particle_orange.png: portal_pak_dir/materials/effects/portal_1_particle.vtf
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$(VTF2PNG) -f 2 $< $@
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portal_pak_dir/materials/signage/clock/countdown.png: portal_pak_dir/materials/signage/clock/countdown.vtf
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$(VTF2PNG) -f 60 $< $@
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portal_pak_dir/materials/signage/clock/countdown_1.png: portal_pak_dir/materials/signage/clock/countdown.vtf
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$(VTF2PNG) -f 59 $< $@
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portal_pak_dir/materials/signage/clock/countdown_2.png: portal_pak_dir/materials/signage/clock/countdown.vtf
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$(VTF2PNG) -f 58 $< $@
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portal_pak_dir/materials/signage/clock/countdown_3.png: portal_pak_dir/materials/signage/clock/countdown.vtf
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$(VTF2PNG) -f 57 $< $@
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portal_pak_dir/materials/signage/clock/countdown_4.png: portal_pak_dir/materials/signage/clock/countdown.vtf
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$(VTF2PNG) -f 56 $< $@
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portal_pak_dir/materials/signage/clock/countdown_5.png: portal_pak_dir/materials/signage/clock/countdown.vtf
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|
||||||
$(VTF2PNG) -f 55 $< $@
|
|
||||||
portal_pak_dir/materials/signage/clock/countdown_6.png: portal_pak_dir/materials/signage/clock/countdown.vtf
|
|
||||||
$(VTF2PNG) -f 54 $< $@
|
|
||||||
portal_pak_dir/materials/signage/clock/countdown_7.png: portal_pak_dir/materials/signage/clock/countdown.vtf
|
|
||||||
$(VTF2PNG) -f 53 $< $@
|
|
||||||
portal_pak_dir/materials/signage/clock/countdown_8.png: portal_pak_dir/materials/signage/clock/countdown.vtf
|
|
||||||
$(VTF2PNG) -f 52 $< $@
|
|
||||||
portal_pak_dir/materials/signage/clock/countdown_9.png: portal_pak_dir/materials/signage/clock/countdown.vtf
|
|
||||||
$(VTF2PNG) -f 51 $< $@
|
|
||||||
|
|
||||||
portal_pak_dir/materials/signage/clock/countdown.png: portal_pak_dir/materials/signage/clock/countdown_1.png portal_pak_dir/materials/signage/clock/countdown_2.png portal_pak_dir/materials/signage/clock/countdown_3.png portal_pak_dir/materials/signage/clock/countdown_4.png portal_pak_dir/materials/signage/clock/countdown_5.png portal_pak_dir/materials/signage/clock/countdown_6.png portal_pak_dir/materials/signage/clock/countdown_7.png portal_pak_dir/materials/signage/clock/countdown_8.png portal_pak_dir/materials/signage/clock/countdown_9.png portal_pak_dir/materials/signage/clock/clock_dots.png
|
|
||||||
portal_pak_dir/materials/signage/signage_overlay_fling1.png: portal_pak_dir/materials/signage/signage_overlay_fling2.png portal_pak_dir/materials/signage/signage_overlay_dots1.png portal_pak_dir/materials/signage/signage_overlay_dots2.png portal_pak_dir/materials/signage/signage_overlay_dots3.png portal_pak_dir/materials/signage/signage_overlay_dots4.png portal_pak_dir/materials/signage/signage_overlay_toxic.png portal_pak_dir/materials/signage/signage_overlay_fountain.png
|
|
||||||
portal_pak_dir/materials/signage/signage_overlay_midair1.png: portal_pak_dir/materials/signage/signage_overlay_midair2.png
|
|
||||||
portal_pak_dir/materials/signage/signage_exit.png: portal_pak_dir/materials/signage/signage_overlay_arrow.png portal_pak_dir/materials/signage/signage_overlay_boxdispenser.png portal_pak_dir/materials/signage/signage_overlay_boxhurt.png portal_pak_dir/materials/signage/signage_overlay_energyball.png portal_pak_dir/materials/signage/signage_overlay_catcher.png portal_pak_dir/materials/signage/signage_overlay_toxic.png portal_pak_dir/materials/signage/signage_overlay_fountain.png
|
|
||||||
portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor.png: portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor.png
|
|
||||||
portal_pak_dir/materials/signage/indicator_lights/indicator_lights_floor_on.png: portal_pak_dir/materials/signage/indicator_lights/indicator_lights_corner_floor_on.png
|
|
||||||
portal_pak_dir/materials/models/props/round_elevator_sheet_1.png: portal_pak_dir/materials/models/props/round_elevator_sheet_3.png
|
|
||||||
|
|
||||||
convert_all_png: $(ALL_PNG_IMAGES)
|
|
||||||
|
|
||||||
portal_pak_modified/%.png: portal_pak_dir/%.png assets/%.ims
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
convert $< $(shell cat $(@:portal_pak_modified/%.png=assets/%.ims)) $@
|
|
||||||
|
|
||||||
VALVE_INTRO_VIDEO = vpk/Portal/hl2/media/valve.bik
|
|
||||||
|
|
||||||
# the macOS Portal version uses a .mov file, so if the .bik file doesn't exist, let's try that
|
|
||||||
ifeq ("$(wildcard $(VALVE_INTRO_VIDEO))","")
|
|
||||||
VALVE_INTRO_VIDEO := $(subst .bik,.mov,$(VALVE_INTRO_VIDEO))
|
|
||||||
endif
|
|
||||||
|
|
||||||
portal_pak_modified/images/valve.png portal_pak_modified/images/valve-no-logo.png:
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
ffmpeg -ss 00:00:04 -i $(VALVE_INTRO_VIDEO) -frames:v 1 -q:v 2 -y portal_pak_modified/images/valve-full.png
|
|
||||||
ffmpeg -ss 00:00:01 -i $(VALVE_INTRO_VIDEO) -frames:v 1 -q:v 2 -y portal_pak_modified/images/valve-full-no-logo.png
|
|
||||||
convert portal_pak_modified/images/valve-full.png -crop 491x369+265+202 -resize 160x120 portal_pak_modified/images/valve.png
|
|
||||||
convert portal_pak_modified/images/valve-full-no-logo.png -crop 492x370+266+202 -resize 160x120 portal_pak_modified/images/valve-no-logo.png
|
|
||||||
|
|
||||||
####################
|
|
||||||
## Materials
|
|
||||||
####################
|
|
||||||
|
|
||||||
build/assets/materials/static.h build/assets/materials/static_mat.c: assets/materials/static.skm.yaml $(TEXTURE_IMAGES) $(SKELETOOL64)
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
$(SKELETOOL64) --name static -m $< --material-output -o build/assets/materials/static.h
|
|
||||||
|
|
||||||
build/assets/materials/ui.h build/assets/materials/ui_mat.c: assets/materials/ui.skm.yaml $(TEXTURE_IMAGES) $(SKELETOOL64)
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
$(SKELETOOL64) --name ui --default-material default_ui -m $< --material-output -o build/assets/materials/ui.h
|
|
||||||
|
|
||||||
build/assets/materials/images.h build/assets/materials/images_mat.c: assets/materials/images.skm.yaml $(TEXTURE_IMAGES) $(SKELETOOL64) portal_pak_modified/images/valve.png
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
$(SKELETOOL64) --name images --default-material default_ui -m $< --material-output -o build/assets/materials/images.h
|
|
||||||
|
|
||||||
build/assets/materials/hud.h build/assets/materials/hud_mat.c: assets/materials/hud.skm.yaml $(TEXTURE_IMAGES) $(SKELETOOL64)
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
$(SKELETOOL64) --name hud -m $< --material-output -o build/assets/materials/hud.h
|
|
||||||
|
|
||||||
src/levels/level_def_gen.h: build/assets/materials/static.h
|
|
||||||
|
|
||||||
build/src/scene/hud.o: build/assets/materials/hud.h build/src/audio/subtitles.h
|
|
||||||
|
|
||||||
build/src/scene/elevator.o: build/assets/models/props/round_elevator_collision.h \
|
|
||||||
build/assets/models/props/round_elevator.h \
|
|
||||||
build/assets/models/props/round_elevator_interior.h \
|
|
||||||
build/assets/materials/static.h
|
|
||||||
|
|
||||||
####################
|
|
||||||
## Models
|
|
||||||
####################
|
|
||||||
#
|
|
||||||
# Source engine scale is 64x
|
|
||||||
#
|
|
||||||
|
|
||||||
MODEL_LIST = assets/models/player/chell.blend \
|
|
||||||
assets/models/portal_gun/ball_trail.blend \
|
|
||||||
assets/models/portal_gun/v_portalgun.blend \
|
|
||||||
assets/models/portal_gun/w_portalgun.blend \
|
|
||||||
assets/models/props/round_elevator.blend \
|
|
||||||
assets/models/props/round_elevator_interior.blend \
|
|
||||||
assets/models/props/round_elevator_collision.blend \
|
|
||||||
assets/models/props/signage.blend \
|
|
||||||
assets/models/portal/portal_blue.blend \
|
|
||||||
assets/models/portal/portal_blue_filled.blend \
|
|
||||||
assets/models/portal/portal_blue_face.blend \
|
|
||||||
assets/models/portal/portal_collider.blend \
|
|
||||||
assets/models/portal/portal_collider_vertical.blend \
|
|
||||||
assets/models/portal/portal_orange.blend \
|
|
||||||
assets/models/portal/portal_orange_filled.blend \
|
|
||||||
assets/models/portal/portal_orange_face.blend \
|
|
||||||
assets/models/grav_flare.blend \
|
|
||||||
assets/models/fleck_ash2.blend
|
|
||||||
|
|
||||||
DYNAMIC_MODEL_LIST = assets/models/cube/cube.blend \
|
|
||||||
assets/models/props/autoportal_frame/autoportal_frame.blend \
|
|
||||||
assets/models/props/cylinder_test.blend \
|
|
||||||
assets/models/props/lab_chair.blend \
|
|
||||||
assets/models/props/lab_desk/lab_desk01.blend \
|
|
||||||
assets/models/props/lab_desk/lab_desk02.blend \
|
|
||||||
assets/models/props/lab_desk/lab_desk03.blend \
|
|
||||||
assets/models/props/lab_desk/lab_desk04.blend \
|
|
||||||
assets/models/props/lab_monitor.blend \
|
|
||||||
assets/models/props/radio.blend \
|
|
||||||
assets/models/signage/clock_digits.blend \
|
|
||||||
assets/models/signage/clock.blend \
|
|
||||||
assets/models/props/box_dropper_glass.blend \
|
|
||||||
assets/models/props/portal_cleanser.blend \
|
|
||||||
assets/models/props/light_rail_endcap.blend
|
|
||||||
|
|
||||||
DYNAMIC_ANIMATED_MODEL_LIST = assets/models/pedestal.blend \
|
|
||||||
assets/models/props/box_dropper.blend \
|
|
||||||
assets/models/props/button.blend \
|
|
||||||
assets/models/props/combine_ball_catcher.blend \
|
|
||||||
assets/models/props/combine_ball_launcher.blend \
|
|
||||||
assets/models/props/door_01.blend \
|
|
||||||
assets/models/props/door_02.blend \
|
|
||||||
assets/models/props/security_camera.blend \
|
|
||||||
assets/models/props/switch001.blend
|
|
||||||
|
|
||||||
ANIM_LIST = build/assets/models/pedestal_anim.o \
|
|
||||||
build/assets/models/player/chell_anim.o \
|
|
||||||
build/assets/models/portal_gun/v_portalgun_anim.o \
|
|
||||||
build/assets/models/props/box_dropper_anim.o \
|
|
||||||
build/assets/models/props/combine_ball_catcher_anim.o \
|
|
||||||
build/assets/models/props/combine_ball_launcher_anim.o \
|
|
||||||
build/assets/models/props/door_01_anim.o \
|
|
||||||
build/assets/models/props/door_02_anim.o \
|
|
||||||
build/assets/models/props/switch001_anim.o
|
|
||||||
|
|
||||||
MODEL_HEADERS = $(MODEL_LIST:%.blend=build/%.h)
|
|
||||||
MODEL_OBJECTS = $(MODEL_LIST:%.blend=build/%_geo.o) \
|
|
||||||
build/assets/models/dynamic_model_list.o \
|
|
||||||
build/assets/models/dynamic_animated_model_list.o
|
|
||||||
|
|
||||||
DYNAMIC_MODEL_HEADERS = $(DYNAMIC_MODEL_LIST:%.blend=build/%.h)
|
|
||||||
DYNAMIC_MODEL_OBJECTS = $(DYNAMIC_MODEL_LIST:%.blend=build/%_geo.o)
|
|
||||||
|
|
||||||
DYNAMIC_ANIMATED_MODEL_HEADERS = $(DYNAMIC_ANIMATED_MODEL_LIST:%.blend=build/%.h)
|
|
||||||
DYNAMIC_ANIMATED_MODEL_OBJECTS = $(DYNAMIC_ANIMATED_MODEL_LIST:%.blend=build/%_geo.o)
|
|
||||||
|
|
||||||
build/assets/models/%.h build/assets/models/%_geo.c build/assets/models/%_anim.c: build/assets/models/%.fbx assets/models/%.flags assets/materials/elevator.skm.yaml assets/materials/objects.skm.yaml assets/materials/static.skm.yaml $(TEXTURE_IMAGES) $(SKELETOOL64)
|
|
||||||
$(SKELETOOL64) --fixed-point-scale ${SCENE_SCALE} --model-scale 0.01 --name $(<:build/assets/models/%.fbx=%) $(shell cat $(<:build/assets/models/%.fbx=assets/models/%.flags)) -o $(<:%.fbx=%.h) $<
|
|
||||||
|
|
||||||
build/assets/models/player/chell.h: assets/materials/chell.skm.yaml
|
|
||||||
build/assets/models/props/combine_ball_catcher.h: assets/materials/ball_catcher.skm.yaml
|
|
||||||
build/assets/models/props/combine_ball_launcher.h: assets/materials/ball_catcher.skm.yaml
|
|
||||||
build/src/audio/soundplayer.o: build/src/audio/subtitles.h
|
|
||||||
build/src/decor/decor_object_list.o: build/assets/models/dynamic_model_list.h build/assets/materials/static.h
|
|
||||||
build/src/effects/effect_definitions.o: build/assets/materials/static.h
|
|
||||||
build/src/effects/portal_trail.o: build/assets/materials/static.h build/assets/models/portal_gun/ball_trail.h
|
|
||||||
build/src/levels/level_definition.o: build/src/audio/subtitles.h
|
|
||||||
build/src/levels/level_definition.h: build/src/audio/subtitles.h
|
|
||||||
build/src/locales/locales.o: build/src/audio/clips.h build/src/audio/languages.h
|
|
||||||
build/src/menu/controls.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/audio/subtitles.h
|
|
||||||
build/src/menu/game_menu.o: build/src/audio/clips.h build/assets/materials/ui.h build/assets/materials/images.h build/assets/test_chambers/test_chamber_00/test_chamber_00.h
|
|
||||||
build/src/menu/gameplay_options.o: build/assets/materials/ui.h build/src/audio/clips.h
|
|
||||||
build/src/menu/joystick_options.o: build/assets/materials/ui.h build/src/audio/clips.h
|
|
||||||
build/src/menu/landing_menu.o: build/assets/materials/ui.h build/src/audio/clips.h build/version.txt
|
|
||||||
build/src/menu/load_game.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/audio/subtitles.h
|
|
||||||
build/src/menu/main_menu.o: build/src/audio/clips.h build/assets/materials/ui.h build/assets/materials/images.h build/assets/test_chambers/test_chamber_00/test_chamber_00.h
|
|
||||||
build/src/menu/new_game_menu.o: build/src/audio/clips.h build/assets/materials/ui.h build/assets/materials/images.h build/src/audio/subtitles.h build/assets/test_chambers/test_chamber_00/test_chamber_00.h
|
|
||||||
build/src/menu/options_menu.o: build/assets/materials/ui.h build/src/audio/clips.h build/src/audio/subtitles.h
|
|
||||||
build/src/menu/save_game_menu.o: build/src/audio/clips.h build/src/audio/subtitles.h
|
|
||||||
build/src/menu/text_manipulation.o: build/src/audio/subtitles.h
|
|
||||||
build/src/scene/scene_animator.o: build/src/audio/clips.h
|
|
||||||
build/src/menu/cheat_codes.o: build/src/audio/clips.h
|
|
||||||
build/src/levels/intro.o: build/src/audio/clips.h build/assets/materials/images.h
|
|
||||||
build/src/levels/credits.o: build/src/audio/clips.h build/assets/materials/ui.h
|
|
||||||
build/src/menu/savefile_list.o: build/assets/materials/ui.h build/src/audio/clips.h
|
|
||||||
build/src/font/dejavu_sans_images.o: build/assets/materials/ui.h
|
|
||||||
build/src/font/liberation_mono_images.o: build/assets/materials/ui.h
|
|
||||||
build/src/player/player.o: build/assets/models/player/chell.h build/assets/materials/static.h build/src/audio/subtitles.h
|
|
||||||
build/src/scene/ball_catcher.o: build/assets/models/props/combine_ball_catcher.h build/assets/materials/static.h build/assets/models/dynamic_animated_model_list.h
|
|
||||||
build/src/scene/ball_launcher.o: build/assets/models/props/combine_ball_launcher.h build/assets/materials/static.h build/assets/models/dynamic_animated_model_list.h
|
|
||||||
build/src/scene/ball.o: build/assets/models/grav_flare.h build/assets/models/fleck_ash2.h build/assets/materials/static.h
|
|
||||||
build/src/scene/box_dropper.o: build/assets/materials/static.h build/assets/models/props/box_dropper.h build/assets/models/dynamic_model_list.h build/assets/models/dynamic_animated_model_list.h
|
|
||||||
build/src/scene/button.o: build/assets/materials/static.h build/assets/models/props/button.h build/assets/models/dynamic_animated_model_list.h
|
|
||||||
build/src/scene/clock.o: build/assets/models/dynamic_model_list.h
|
|
||||||
build/src/scene/door.o: build/assets/materials/static.h build/assets/models/props/door_01.h build/assets/models/props/door_02.h build/assets/models/dynamic_animated_model_list.h
|
|
||||||
build/src/scene/fizzler.o: build/assets/models/dynamic_model_list.h
|
|
||||||
build/src/scene/pedestal.o: build/assets/materials/static.h build/assets/models/pedestal.h build/assets/models/dynamic_animated_model_list.h build/assets/models/portal_gun/w_portalgun.h
|
|
||||||
build/src/scene/portal_gun.o: build/assets/materials/static.h $(MODEL_HEADERS)
|
|
||||||
build/src/scene/portal_render.o: $(MODEL_HEADERS)
|
|
||||||
build/src/scene/portal.o: $(MODEL_HEADERS)
|
|
||||||
build/src/scene/render_plan.o: $(MODEL_HEADERS)
|
|
||||||
build/src/scene/security_camera.o: build/src/audio/clips.h build/assets/models/props/security_camera.h build/assets/models/dynamic_animated_model_list.h
|
|
||||||
build/src/scene/signage.o: $(MODEL_HEADERS)
|
|
||||||
build/src/scene/switch.o: build/assets/models/props/switch001.h build/assets/materials/static.h build/assets/models/dynamic_animated_model_list.h
|
|
||||||
build/src/util/dynamic_asset_loader.o: build/assets/models/dynamic_model_list.h build/assets/models/dynamic_animated_model_list.h
|
|
||||||
build/src/menu/audio_options.o: build/src/audio/subtitles.h
|
|
||||||
build/src/menu/video_options.o: build/src/audio/subtitles.h
|
|
||||||
build/src/scene/scene.o: build/src/audio/subtitles.h build/src/audio/clips.h
|
|
||||||
build/src/menu/main_menu.o: build/src/audio/subtitles.h
|
|
||||||
|
|
||||||
|
|
||||||
ANIM_TEST_CHAMBERS = build/assets/test_chambers/test_chamber_00/test_chamber_00_anim.o \
|
|
||||||
build/assets/test_chambers/test_chamber_03/test_chamber_03_anim.o \
|
|
||||||
build/assets/test_chambers/test_chamber_04/test_chamber_04_anim.o \
|
|
||||||
build/assets/test_chambers/test_chamber_06/test_chamber_06_anim.o \
|
|
||||||
build/assets/test_chambers/test_chamber_07/test_chamber_07_anim.o \
|
|
||||||
build/assets/test_chambers/test_chamber_08/test_chamber_08_anim.o \
|
|
||||||
build/assets/test_chambers/test_chamber_09/test_chamber_09_anim.o \
|
|
||||||
build/assets/test_chambers/test_chamber_10/test_chamber_10_anim.o
|
|
||||||
|
|
||||||
build/anims.ld: $(ANIM_LIST) $(ANIM_TEST_CHAMBERS) tools/generate_segment_ld.js
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/generate_segment_ld.js --single-segment-name animation_segment $@ 0x0D000000 $(ANIM_LIST) $(ANIM_TEST_CHAMBERS)
|
|
||||||
|
|
||||||
####################
|
|
||||||
## Test Chambers
|
|
||||||
####################
|
|
||||||
|
|
||||||
TEST_CHAMBERS = assets/test_chambers/test_chamber_00/test_chamber_00.blend \
|
|
||||||
assets/test_chambers/test_chamber_01/test_chamber_01.blend \
|
|
||||||
assets/test_chambers/test_chamber_02/test_chamber_02.blend \
|
|
||||||
assets/test_chambers/test_chamber_03/test_chamber_03.blend \
|
|
||||||
assets/test_chambers/test_chamber_04/test_chamber_04.blend \
|
|
||||||
assets/test_chambers/test_chamber_05/test_chamber_05.blend \
|
|
||||||
assets/test_chambers/test_chamber_06/test_chamber_06.blend \
|
|
||||||
assets/test_chambers/test_chamber_07/test_chamber_07.blend \
|
|
||||||
assets/test_chambers/test_chamber_08/test_chamber_08.blend \
|
|
||||||
assets/test_chambers/test_chamber_09/test_chamber_09.blend \
|
|
||||||
assets/test_chambers/test_chamber_10/test_chamber_10.blend
|
|
||||||
|
|
||||||
TEST_CHAMBER_HEADERS = $(TEST_CHAMBERS:%.blend=build/%.h)
|
|
||||||
TEST_CHAMBER_OBJECTS = $(TEST_CHAMBERS:%.blend=build/%_geo.o)
|
|
||||||
|
|
||||||
LUA_FILES = $(shell find tools/ -type f -name '*.lua')
|
|
||||||
|
|
||||||
build/%.fbx: %.blend
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
$(BLENDER_3_6) $< --background --python tools/models/export_fbx.py -- $@
|
|
||||||
|
|
||||||
build/assets/test_chambers/%.h build/assets/test_chambers/%_geo.c build/assets/test_chambers/%_anim.c: build/assets/test_chambers/%.fbx assets/test_chambers/%.yaml build/assets/materials/static.h build/src/audio/subtitles.h $(SKELETOOL64) $(TEXTURE_IMAGES) $(LUA_FILES)
|
|
||||||
$(SKELETOOL64) --script tools/level_scripts/export_level.lua --fixed-point-scale ${SCENE_SCALE} --model-scale 0.01 --name $(<:build/assets/test_chambers/%.fbx=%) -m assets/materials/static.skm.yaml -o $(<:%.fbx=%.h) $<
|
|
||||||
|
|
||||||
build/assets/test_chambers/%.o: build/assets/test_chambers/%.c build/assets/materials/static.h
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
$(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@"
|
|
||||||
$(CC) $(CFLAGS) -c -o $@ $<
|
|
||||||
|
|
||||||
build/assets/materials/%_mat.o: build/assets/materials/%_mat.c
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
$(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@"
|
|
||||||
$(CC) $(CFLAGS) -c -o $@ $<
|
|
||||||
|
|
||||||
levels: $(TEST_CHAMBER_HEADERS)
|
|
||||||
echo $(TEST_CHAMBER_HEADERS)
|
|
||||||
|
|
||||||
build/assets/test_chambers/level_list.h: $(TEST_CHAMBER_HEADERS) tools/models/generate_level_list.js tools/models/model_list_utils.js
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/models/generate_level_list.js $@ $(TEST_CHAMBER_HEADERS)
|
|
||||||
|
|
||||||
build/assets/models/dynamic_model_list.h build/assets/models/dynamic_model_list.c: $(DYNAMIC_MODEL_HEADERS) tools/models/generate_dynamic_model_list.js tools/models/model_list_utils.js build/assets/models/cube/cube.h
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/models/generate_dynamic_model_list.js build/assets/models/dynamic_model_list.h $(DYNAMIC_MODEL_HEADERS)
|
|
||||||
|
|
||||||
build/assets/models/dynamic_animated_model_list.h build/assets/models/dynamic_animated_model_list.c: $(DYNAMIC_ANIMATED_MODEL_HEADERS) tools/models/generate_dynamic_animated_model_list.js tools/models/model_list_utils.js
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/models/generate_dynamic_animated_model_list.js build/assets/models/dynamic_animated_model_list.h $(DYNAMIC_ANIMATED_MODEL_HEADERS)
|
|
||||||
|
|
||||||
build/levels.ld: $(TEST_CHAMBER_OBJECTS) tools/generate_segment_ld.js
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/generate_segment_ld.js $@ 0x02000000 $(TEST_CHAMBER_OBJECTS)
|
|
||||||
|
|
||||||
build/dynamic_models.ld: $(DYNAMIC_MODEL_OBJECTS) $(DYNAMIC_ANIMATED_MODEL_OBJECTS) tools/generate_segment_ld.js
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/generate_segment_ld.js $@ 0x03000000 $(DYNAMIC_MODEL_OBJECTS) $(DYNAMIC_ANIMATED_MODEL_OBJECTS)
|
|
||||||
|
|
||||||
build/src/levels/levels.o: build/assets/test_chambers/level_list.h build/assets/materials/static.h
|
|
||||||
|
|
||||||
.PHONY: levels
|
|
||||||
|
|
||||||
####################
|
|
||||||
## Sounds
|
|
||||||
####################
|
|
||||||
|
|
||||||
SOUND_ATTRIBUTES = $(shell find assets/ -type f -name '*.sox')
|
|
||||||
SOUND_JATTRIBUTES = $(shell find assets/ -type f -name '*.jsox')
|
|
||||||
|
|
||||||
MUSIC_ATTRIBUTES = $(shell find assets/sound/music/ -type f -name '*.msox')
|
|
||||||
|
|
||||||
INS_SOUNDS = $(shell find assets/ -type f -name '*.ins')
|
|
||||||
|
|
||||||
SOUND_CLIPS = $(SOUND_ATTRIBUTES:%.sox=build/%.aifc) $(SOUND_JATTRIBUTES:%.jsox=build/%.aifc) $(INS_SOUNDS) $(MUSIC_ATTRIBUTES:%.msox=build/%.aifc)
|
|
||||||
|
|
||||||
$(INS_SOUNDS): portal_pak_dir
|
|
||||||
|
|
||||||
portal_pak_dir/sound/music/%.wav: portal_pak_dir/sound/music/%.mp3
|
|
||||||
|
|
||||||
portal_pak_dir/sound/ambient/music/valve.wav:
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
ffmpeg -i $(VALVE_INTRO_VIDEO) -vn -y $@
|
|
||||||
|
|
||||||
build/assets/sound/vehicles/tank_turret_loop1.wav: portal_pak_dir
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
sox portal_pak_dir/sound/vehicles/tank_turret_loop1.wav -b 16 $@
|
|
||||||
|
|
||||||
build/assets/sound/ambient/atmosphere/ambience_base.wav: portal_pak_dir
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
sox portal_pak_dir/sound/ambient/atmosphere/ambience_base.wav -c 1 -r 22050 $@
|
|
||||||
|
|
||||||
build/assets/%.aifc: assets/%.sox portal_pak_dir/%.wav
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
sox $(<:assets/%.sox=portal_pak_dir/%.wav) $(shell cat $<) $(@:%.aifc=%.wav)
|
|
||||||
$(SFZ2N64) -o $@ $(@:%.aifc=%.wav)
|
|
||||||
|
|
||||||
build/assets/%.aifc: assets/%.jsox tools/sound/jsox.js portal_pak_dir/%.wav
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/sound/jsox.js sox $< $(<:assets/%.jsox=portal_pak_dir/%.wav) $(@:%.aifc=%.wav)
|
|
||||||
$(SFZ2N64) -o $@ $(@:%.aifc=%.wav)
|
|
||||||
|
|
||||||
build/assets/%.aifc: assets/%.msox portal_pak_dir/%.mp3
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
ffmpeg -y -i $(<:assets/%.msox=portal_pak_dir/%.mp3) $(<:assets/%.msox=portal_pak_dir/%.wav)
|
|
||||||
sox $(<:assets/%.msox=portal_pak_dir/%.wav) $(shell cat $<) $(@:%.aifc=%.wav)
|
|
||||||
$(SFZ2N64) -o $@ $(@:%.aifc=%.wav)
|
|
||||||
|
|
||||||
build/assets/sound/sounds.sounds build/assets/sound/sounds.sounds.tbl: $(SOUND_CLIPS) build/assets/sound/vehicles/tank_turret_loop1.wav build/assets/sound/ambient/atmosphere/ambience_base.wav
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
$(SFZ2N64) -o $@ $^
|
|
||||||
|
|
||||||
|
|
||||||
build/asm/sound_data.o: build/assets/sound/sounds.sounds build/assets/sound/sounds.sounds.tbl
|
|
||||||
|
|
||||||
build/src/audio/clips.h build/src/audio/languages.h build/src/audio/languages.c: tools/sound/generate_sound_ids.js $(SOUND_CLIPS)
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/sound/generate_sound_ids.js --makefile-hack --out-dir $(@D) $(SOUND_CLIPS)
|
|
||||||
|
|
||||||
build/src/audio/clips.o: build/src/audio/clips.h
|
|
||||||
build/src/decor/decor_object_list.o: build/src/audio/clips.h
|
|
||||||
|
|
||||||
####################
|
|
||||||
## Fonts
|
|
||||||
####################
|
|
||||||
|
|
||||||
FONT_SOURCES = build/assets/fonts/dejavu_sans.c \
|
|
||||||
build/assets/fonts/liberation_mono.c
|
|
||||||
FONT_OBJECTS = $(patsubst %.c, %.o, $(FONT_SOURCES))
|
|
||||||
|
|
||||||
DEJAVU_SANS_JSON = $(shell find assets/fonts/dejavu_sans/ -type f -name 'dejavu_sans*.json')
|
|
||||||
LIBERATION_MONO_JSON = $(shell find assets/fonts/liberation_mono/ -type f -name 'liberation_mono*.json')
|
|
||||||
|
|
||||||
build/assets/fonts/dejavu_sans.c: tools/text/font_converter.js $(DEJAVU_SANS_JSON)
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/text/font_converter.js DejaVuSans assets/fonts/dejavu_sans/ $@
|
|
||||||
|
|
||||||
build/assets/fonts/liberation_mono.c: tools/text/font_converter.js $(LIBERATION_MONO_JSON)
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/text/font_converter.js LiberationMono assets/fonts/liberation_mono/ $@
|
|
||||||
|
|
||||||
####################
|
|
||||||
## Subtitles
|
|
||||||
####################
|
|
||||||
|
|
||||||
SUBTITLE_SOURCES = $(shell find build/src/audio/ -type f -name 'subtitles_*.c')
|
|
||||||
SUBTITLE_OBJECTS = $(patsubst %.c, %.o, $(SUBTITLE_SOURCES))
|
|
||||||
|
|
||||||
build/src/audio/subtitles_%.o: build/src/audio/subtitles_%.c
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
$(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@"
|
|
||||||
$(CC) $(CFLAGS) -c -o $@ $<
|
|
||||||
|
|
||||||
build/src/audio/subtitles.h build/src/audio/subtitles.c: vpk/Portal/portal/resource/closecaption_english.txt vpk/Portal/hl2/resource/gameui_english.txt vpk/Portal/hl2/resource/valve_english.txt assets/translations/extra_english.txt tools/text/subtitle_generate.py
|
|
||||||
python3 tools/text/subtitle_generate.py --game-root-dir vpk --extra-translations-dir assets/translations --output-dir build/src/audio
|
|
||||||
|
|
||||||
build/subtitles.ld: $(SUBTITLE_OBJECTS) tools/generate_segment_ld.js
|
|
||||||
@mkdir -p $(@D)
|
|
||||||
node tools/generate_segment_ld.js --alignment 16 $@ 0x04000000 $(SUBTITLE_OBJECTS)
|
|
||||||
|
|
||||||
####################
|
|
||||||
## Linking
|
|
||||||
####################
|
|
||||||
|
|
||||||
# without debugger
|
|
||||||
|
|
||||||
CODEOBJECTS = $(patsubst %.c, build/%.o, $(CODEFILES)) \
|
|
||||||
$(MODEL_OBJECTS) \
|
|
||||||
$(FONT_OBJECTS) \
|
|
||||||
build/assets/materials/static_mat.o \
|
|
||||||
build/assets/materials/ui_mat.o \
|
|
||||||
build/assets/materials/hud_mat.o \
|
|
||||||
build/src/audio/subtitles.o \
|
|
||||||
build/src/audio/languages.o
|
|
||||||
|
|
||||||
CODEOBJECTS_NO_DEBUG = $(CODEOBJECTS)
|
|
||||||
|
|
||||||
DATA_OBJECTS = build/assets/materials/images_mat.o \
|
|
||||||
$(TEST_CHAMBER_OBJECTS) \
|
|
||||||
$(ANIM_TEST_CHAMBERS) \
|
|
||||||
$(ANIM_LIST) \
|
|
||||||
$(DYNAMIC_MODEL_OBJECTS) \
|
|
||||||
$(DYNAMIC_ANIMATED_MODEL_OBJECTS) \
|
|
||||||
$(SUBTITLE_OBJECTS)
|
|
||||||
|
|
||||||
ifeq ($(PORTAL64_WITH_DEBUGGER),1)
|
|
||||||
CODEOBJECTS_NO_DEBUG += build/debugger/debugger_stub.o build/debugger/serial_stub.o
|
|
||||||
endif
|
|
||||||
|
|
||||||
$(CODESEGMENT).no_debug.a: $(CODEOBJECTS_NO_DEBUG)
|
|
||||||
ar r $@ $^
|
|
||||||
|
|
||||||
$(CP_LD_SCRIPT).no_debug.ld: $(LD_SCRIPT) build/levels.ld build/dynamic_models.ld build/anims.ld build/subtitles.ld
|
|
||||||
cpp -P -Ibuild -Wno-trigraphs $(LCDEFS) -DRSP_BOOT=$(RSP_BOOT) -DRSP_UCODE=$(RSP_UCODE) -DASP_UCODE=$(ASP_UCODE) -o $@ $<
|
|
||||||
|
|
||||||
$(BASE_TARGET_NAME).z64: $(CODESEGMENT).no_debug.a $(ASMOBJECTS) $(DATA_OBJECTS) $(CP_LD_SCRIPT).no_debug.ld
|
|
||||||
$(LD) -L. -T $(CP_LD_SCRIPT).no_debug.ld -Map $(BASE_TARGET_NAME).no_debug.map -o $(BASE_TARGET_NAME).elf $(ASMOBJECTS) $(DATA_OBJECTS) $(CODESEGMENT).no_debug.a $(LDDIRS) $(LDFLAGS)
|
|
||||||
$(OBJCOPY) --pad-to=0x100000 --gap-fill=0xFF $(BASE_TARGET_NAME).elf $(BASE_TARGET_NAME).z64 -O binary
|
|
||||||
makemask $(BASE_TARGET_NAME).z64
|
|
||||||
sh tools/romfix64.sh $(BASE_TARGET_NAME).z64
|
|
||||||
|
|
||||||
# with debugger
|
|
||||||
CODEOBJECTS_DEBUG = $(CODEOBJECTS)
|
|
||||||
|
|
||||||
ifeq ($(PORTAL64_WITH_DEBUGGER),1)
|
|
||||||
CODEOBJECTS_DEBUG += build/debugger/debugger.o build/debugger/serial.o
|
|
||||||
endif
|
|
||||||
|
|
||||||
$(CODESEGMENT).debug.a: $(CODEOBJECTS_DEBUG)
|
|
||||||
ar r $@ $^
|
|
||||||
|
|
||||||
$(CP_LD_SCRIPT).debug.ld: $(LD_SCRIPT) build/levels.ld build/dynamic_models.ld build/anims.ld build/subtitles.ld
|
|
||||||
cpp -P -Ibuild -Wno-trigraphs $(LCDEFS) -DRSP_BOOT=$(RSP_BOOT) -DRSP_UCODE=$(RSP_UCODE) -DASP_UCODE=$(ASP_UCODE) -o $@ $<
|
|
||||||
|
|
||||||
$(BASE_TARGET_NAME).debug.z64: $(CODESEGMENT).debug.a $(ASMOBJECTS) $(DATA_OBJECTS) $(CP_LD_SCRIPT).debug.ld
|
|
||||||
$(LD) -L. -T $(CP_LD_SCRIPT).debug.ld -Map $(BASE_TARGET_NAME).debug.map -o $(BASE_TARGET_NAME).elf $(ASMOBJECTS) $(DATA_OBJECTS) $(CODESEGMENT).debug.a $(LDDIRS) $(LDFLAGS)
|
|
||||||
$(OBJCOPY) --pad-to=0x100000 --gap-fill=0xFF $(BASE_TARGET_NAME)_debug.elf $(BASE_TARGET_NAME)_debug.z64 -O binary
|
|
||||||
makemask $(BASE_TARGET_NAME)_debug.z64
|
|
||||||
sh tools/romfix64.sh $(BASE_TARGET_NAME).z64
|
|
||||||
|
|
||||||
clean:
|
|
||||||
rm -rf build
|
|
||||||
rm -rf portal_pak_dir
|
|
||||||
rm -rf portal_pak_modified
|
|
||||||
rm -rf assets/locales
|
|
||||||
cmake --build skeletool64/build --target clean
|
|
||||||
|
|
||||||
clean-src:
|
|
||||||
rm -rf build/src
|
|
||||||
rm -f $(CODESEGMENT).debug.a
|
|
||||||
rm -f $(CODESEGMENT).no_debug.a
|
|
||||||
rm -f $(BASE_TARGET_NAME)_debug.elf
|
|
||||||
rm -f $(BASE_TARGET_NAME).elf
|
|
||||||
rm -f $(BASE_TARGET_NAME).z64
|
|
||||||
rm -f $(BASE_TARGET_NAME)_debug.z64
|
|
||||||
|
|
||||||
clean-assets:
|
|
||||||
rm -rf build/assets
|
|
||||||
rm -rf assets/locales/
|
|
||||||
rm -f $(CODESEGMENT).debug.a
|
|
||||||
rm -f $(CODESEGMENT).no_debug.a
|
|
||||||
rm -f $(BASE_TARGET_NAME)_debug.elf
|
|
||||||
rm -f $(BASE_TARGET_NAME).elf
|
|
||||||
rm -f $(BASE_TARGET_NAME).z64
|
|
||||||
rm -f $(BASE_TARGET_NAME)_debug.z64
|
|
||||||
|
|
||||||
.SECONDARY:
|
|
@ -1,36 +0,0 @@
|
|||||||
all:
|
|
||||||
docker run --rm -v $$PWD:/usr/src/app -e PORTAL64_WITH_DEBUGGER -e PORTAL64_WITH_GFX_VALIDATOR -it portal64 make
|
|
||||||
|
|
||||||
convert_all_png:
|
|
||||||
docker run --rm -v $$PWD:/usr/src/app -e PORTAL64_WITH_DEBUGGER -e PORTAL64_WITH_GFX_VALIDATOR -it portal64 make convert_all_png
|
|
||||||
|
|
||||||
image:
|
|
||||||
docker build -t portal64 .
|
|
||||||
|
|
||||||
bash:
|
|
||||||
docker run --rm -v $$PWD:/usr/src/app -e PORTAL64_WITH_DEBUGGER -e PORTAL64_WITH_GFX_VALIDATOR -it portal64 bash
|
|
||||||
|
|
||||||
clean:
|
|
||||||
sudo rm -rf build
|
|
||||||
sudo rm -rf portal_pak_dir
|
|
||||||
sudo rm -rf portal_pak_modified
|
|
||||||
sudo rm -rf assets/locales
|
|
||||||
sudo $(MAKE) -C skeletool64 clean
|
|
||||||
|
|
||||||
english_audio:
|
|
||||||
docker run --rm -v $$PWD:/usr/src/app -e PORTAL64_WITH_DEBUGGER -e PORTAL64_WITH_GFX_VALIDATOR -it portal64 make english_audio
|
|
||||||
|
|
||||||
all_languages:
|
|
||||||
docker run --rm -v $$PWD:/usr/src/app -e PORTAL64_WITH_DEBUGGER -e PORTAL64_WITH_GFX_VALIDATOR -it portal64 make all_languages
|
|
||||||
|
|
||||||
german_audio:
|
|
||||||
docker run --rm -v $$PWD:/usr/src/app -e PORTAL64_WITH_DEBUGGER -e PORTAL64_WITH_GFX_VALIDATOR -it portal64 make german_audio
|
|
||||||
|
|
||||||
french_audio:
|
|
||||||
docker run --rm -v $$PWD:/usr/src/app -e PORTAL64_WITH_DEBUGGER -e PORTAL64_WITH_GFX_VALIDATOR -it portal64 make french_audio
|
|
||||||
|
|
||||||
russian_audio:
|
|
||||||
docker run --rm -v $$PWD:/usr/src/app -e PORTAL64_WITH_DEBUGGER -e PORTAL64_WITH_GFX_VALIDATOR -it portal64 make russian_audio
|
|
||||||
|
|
||||||
spanish_audio:
|
|
||||||
docker run --rm -v $$PWD:/usr/src/app -e PORTAL64_WITH_DEBUGGER -e PORTAL64_WITH_GFX_VALIDATOR -it portal64 make spanish_audio
|
|
44
README.md
44
README.md
@ -44,42 +44,30 @@ This is a community driven project that welcomes any and all game testers and or
|
|||||||
|
|
||||||
## How to build
|
## How to build
|
||||||
|
|
||||||
Clone the Portal64 repo or download the zip.
|
### Get the Code
|
||||||
|
|
||||||
|
First, clone the repository or download a source code archive.
|
||||||
|
|
||||||
```sh
|
```sh
|
||||||
sudo apt install git -y
|
|
||||||
git clone https://github.com/mwpenny/portal64-still-alive.git portal64
|
git clone https://github.com/mwpenny/portal64-still-alive.git portal64
|
||||||
cd portal64
|
|
||||||
```
|
```
|
||||||
|
|
||||||
### Setup and install dependencies
|
### Provide Game Files
|
||||||
|
|
||||||
The following commands allow the scripts to run on the system, then it runs the setup.
|
You must provide your own legally obtained Portal game files so the game assets
|
||||||
|
can be extracted and used. Follow the instructions at
|
||||||
|
[vpk/README.md](./vpk/README.md).
|
||||||
|
|
||||||
As always it is good practice look over scripts from the internet before running them on your system.
|
### Install Dependencies
|
||||||
|
|
||||||
```sh
|
Next, install the dependencies. There are two supported ways to do this:
|
||||||
sudo chmod +x tools/romfix64.sh
|
|
||||||
sudo chmod +x tools/setup.sh
|
|
||||||
./tools/setup.sh
|
|
||||||
```
|
|
||||||
|
|
||||||
Alternative setup methods include [Docker setup](./documentation/docker_setup.md) and [Manual setup](./documentation/manual_setup.md).
|
* [Use Docker](./documentation/building/docker_setup.md). This is recommended if
|
||||||
|
you don't want to make system-wide changes or are unfamiliar with Linux.
|
||||||
|
* [Install natively](./documentation/building/native_setup.md). This is also
|
||||||
|
applicable if using a virtual machine or Windows Subsystem for Linux (WSL).
|
||||||
|
|
||||||
Whatever setup you choose, you will still need to add the Portal folder to `portal64/vpk/` OR create a symbolic link to the Portal folder. See [vpk/add_vpk_here.md](./vpk/add_vpk_here.md) for more details! Symlinks do not work for Docker builds.
|
### Build the Game
|
||||||
|
|
||||||
### Build ROM
|
With everything set up, follow the instructions at
|
||||||
|
[Building the Game](./documentation/building/building.md).
|
||||||
Finally, run (as non-root) `make` to build the project.
|
|
||||||
|
|
||||||
```sh
|
|
||||||
# Build (default build with english audio)
|
|
||||||
make
|
|
||||||
```
|
|
||||||
|
|
||||||
If you have issues use `make clean` to clean out any previous build files, remember it also removes any languages you set up so you will need to run those commands again.
|
|
||||||
|
|
||||||
```sh
|
|
||||||
# Clean out any previous build files
|
|
||||||
make clean
|
|
||||||
```
|
|
||||||
|
@ -61,5 +61,5 @@ add_custom_target(anims_linker_script
|
|||||||
DEPENDS ${ANIMS_LINKER_SCRIPT}
|
DEPENDS ${ANIMS_LINKER_SCRIPT}
|
||||||
)
|
)
|
||||||
set_target_properties(anims_linker_script PROPERTIES
|
set_target_properties(anims_linker_script PROPERTIES
|
||||||
OUTPUT "${ANIMS_LINKER_SCRIPT}"
|
SCRIPT_FILE "${ANIMS_LINKER_SCRIPT}"
|
||||||
)
|
)
|
||||||
|
@ -365,5 +365,5 @@ add_custom_target(models_dynamic_linker_script
|
|||||||
DEPENDS ${DYNAMIC_MODELS_LINKER_SCRIPT}
|
DEPENDS ${DYNAMIC_MODELS_LINKER_SCRIPT}
|
||||||
)
|
)
|
||||||
set_target_properties(models_dynamic_linker_script PROPERTIES
|
set_target_properties(models_dynamic_linker_script PROPERTIES
|
||||||
OUTPUT "${DYNAMIC_MODELS_LINKER_SCRIPT}"
|
SCRIPT_FILE "${DYNAMIC_MODELS_LINKER_SCRIPT}"
|
||||||
)
|
)
|
||||||
|
@ -242,5 +242,5 @@ add_custom_target(level_linker_script
|
|||||||
DEPENDS ${LEVEL_LINKER_SCRIPT}
|
DEPENDS ${LEVEL_LINKER_SCRIPT}
|
||||||
)
|
)
|
||||||
set_target_properties(level_linker_script PROPERTIES
|
set_target_properties(level_linker_script PROPERTIES
|
||||||
OUTPUT "${LEVEL_LINKER_SCRIPT}"
|
SCRIPT_FILE "${LEVEL_LINKER_SCRIPT}"
|
||||||
)
|
)
|
||||||
|
@ -91,5 +91,5 @@ add_custom_target(string_linker_script
|
|||||||
DEPENDS ${STRING_LINKER_SCRIPT}
|
DEPENDS ${STRING_LINKER_SCRIPT}
|
||||||
)
|
)
|
||||||
set_target_properties(string_linker_script PROPERTIES
|
set_target_properties(string_linker_script PROPERTIES
|
||||||
OUTPUT "${STRING_LINKER_SCRIPT}"
|
SCRIPT_FILE "${STRING_LINKER_SCRIPT}"
|
||||||
)
|
)
|
||||||
|
@ -17,6 +17,10 @@ function(add_external_project_executable PROJECT_NAME)
|
|||||||
"${PROJECT_BINARY_DIR}/${PROJECT_NAME}"
|
"${PROJECT_BINARY_DIR}/${PROJECT_NAME}"
|
||||||
CMAKE_ARGS
|
CMAKE_ARGS
|
||||||
"-DCMAKE_INSTALL_PREFIX=<INSTALL_DIR>"
|
"-DCMAKE_INSTALL_PREFIX=<INSTALL_DIR>"
|
||||||
|
BUILD_COMMAND
|
||||||
|
${CMAKE_COMMAND} --build <BINARY_DIR> --config Release
|
||||||
|
INSTALL_COMMAND
|
||||||
|
${CMAKE_COMMAND} --install <BINARY_DIR> --config Release
|
||||||
BUILD_BYPRODUCTS
|
BUILD_BYPRODUCTS
|
||||||
# Needed for Ninja so we can depend on the executable before it exists
|
# Needed for Ninja so we can depend on the executable before it exists
|
||||||
"<INSTALL_DIR>/${RELATIVE_EXE_PATH}"
|
"<INSTALL_DIR>/${RELATIVE_EXE_PATH}"
|
||||||
|
@ -38,4 +38,7 @@ if (Libgcc_FOUND AND NOT TARGET libgcc::libgcc)
|
|||||||
set_target_properties(libgcc::libgcc PROPERTIES
|
set_target_properties(libgcc::libgcc PROPERTIES
|
||||||
IMPORTED_LOCATION ${Libgcc_LIBRARY}
|
IMPORTED_LOCATION ${Libgcc_LIBRARY}
|
||||||
)
|
)
|
||||||
|
|
||||||
|
# Don't clutter GUI on success
|
||||||
|
mark_as_advanced(Libgcc_LIBRARY)
|
||||||
endif()
|
endif()
|
||||||
|
@ -4,8 +4,8 @@
|
|||||||
|
|
||||||
include(FindPackageHandleStandardArgs)
|
include(FindPackageHandleStandardArgs)
|
||||||
|
|
||||||
set(LIBULTRA_BOOT_CODE "6102" CACHE PATH "Boot code to use")
|
set(LIBULTRA_BOOT_CODE "6102" CACHE STRING "Boot code to use")
|
||||||
set(LIBULTRA_RSP_UCODE "gspF3DEX2.fifo" CACHE PATH "RSP microcode to use")
|
set(LIBULTRA_RSP_UCODE "gspF3DEX2.fifo" CACHE STRING "RSP microcode to use")
|
||||||
|
|
||||||
find_path (Libultra_INCLUDE_DIR ultra64.h PATH_SUFFIXES "n64")
|
find_path (Libultra_INCLUDE_DIR ultra64.h PATH_SUFFIXES "n64")
|
||||||
find_library(Libultra_LIBRARY ultra_rom PATH_SUFFIXES "n64")
|
find_library(Libultra_LIBRARY ultra_rom PATH_SUFFIXES "n64")
|
||||||
@ -24,6 +24,7 @@ find_package_handle_standard_args(Libultra
|
|||||||
REQUIRED_VARS
|
REQUIRED_VARS
|
||||||
Libultra_INCLUDE_DIR
|
Libultra_INCLUDE_DIR
|
||||||
Libultra_LIBRARY
|
Libultra_LIBRARY
|
||||||
|
Libultra_BOOT
|
||||||
Libultra_RSP_BOOT
|
Libultra_RSP_BOOT
|
||||||
Libultra_RSP_UCODE
|
Libultra_RSP_UCODE
|
||||||
Libultra_ASP_UCODE
|
Libultra_ASP_UCODE
|
||||||
@ -47,4 +48,17 @@ if (Libultra_FOUND AND NOT TARGET libultra::libultra)
|
|||||||
target_link_libraries(libultra::libultra INTERFACE
|
target_link_libraries(libultra::libultra INTERFACE
|
||||||
libgcc::libgcc
|
libgcc::libgcc
|
||||||
)
|
)
|
||||||
|
|
||||||
|
# Don't clutter GUI on success
|
||||||
|
mark_as_advanced(
|
||||||
|
LIBULTRA_BOOT_CODE
|
||||||
|
LIBULTRA_RSP_UCODE
|
||||||
|
|
||||||
|
Libultra_INCLUDE_DIR
|
||||||
|
Libultra_LIBRARY
|
||||||
|
Libultra_BOOT
|
||||||
|
Libultra_RSP_BOOT
|
||||||
|
Libultra_RSP_UCODE
|
||||||
|
Libultra_ASP_UCODE
|
||||||
|
)
|
||||||
endif()
|
endif()
|
||||||
|
@ -5,8 +5,8 @@
|
|||||||
set(CMAKE_SYSTEM_NAME Generic)
|
set(CMAKE_SYSTEM_NAME Generic)
|
||||||
set(N64 TRUE)
|
set(N64 TRUE)
|
||||||
|
|
||||||
set(N64_TOOLCHAIN_ROOT "" CACHE PATH "Root directory of N64 toolchain")
|
set(N64_TOOLCHAIN_ROOT "" CACHE PATH "Root directory of N64 toolchain")
|
||||||
set(N64_TOOLCHAIN_PREFIX "mips64-elf-" CACHE STRING "File name prefix for toolchain programs")
|
set(N64_TOOLCHAIN_PREFIX "mips-n64-" CACHE STRING "File name prefix for toolchain programs")
|
||||||
|
|
||||||
# Ensure CMake can find toolchain during compiler tests
|
# Ensure CMake can find toolchain during compiler tests
|
||||||
list(APPEND CMAKE_TRY_COMPILE_PLATFORM_VARIABLES
|
list(APPEND CMAKE_TRY_COMPILE_PLATFORM_VARIABLES
|
||||||
@ -15,6 +15,7 @@ list(APPEND CMAKE_TRY_COMPILE_PLATFORM_VARIABLES
|
|||||||
)
|
)
|
||||||
|
|
||||||
list(APPEND CMAKE_PREFIX_PATH
|
list(APPEND CMAKE_PREFIX_PATH
|
||||||
|
"/"
|
||||||
"/usr"
|
"/usr"
|
||||||
)
|
)
|
||||||
|
|
||||||
@ -53,18 +54,35 @@ set(BUILD_TYPES
|
|||||||
foreach(LANG ASM C CXX)
|
foreach(LANG ASM C CXX)
|
||||||
foreach(TYPE ${BUILD_TYPES})
|
foreach(TYPE ${BUILD_TYPES})
|
||||||
string(TOUPPER ${TYPE} TYPE_UPPER)
|
string(TOUPPER ${TYPE} TYPE_UPPER)
|
||||||
set("CMAKE_${LANG}_FLAGS_${TYPE_UPPER}" ${COMPILE_FLAGS_${TYPE_UPPER}})
|
set(FLAG_VAR "CMAKE_${LANG}_FLAGS_${TYPE_UPPER}")
|
||||||
|
|
||||||
|
set(${FLAG_VAR} ${COMPILE_FLAGS_${TYPE_UPPER}} CACHE STRING "${TYPE} flags")
|
||||||
|
mark_as_advanced(${FLAG_VAR})
|
||||||
endforeach()
|
endforeach()
|
||||||
endforeach()
|
endforeach()
|
||||||
|
|
||||||
get_property(IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
|
get_property(IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
|
||||||
if (IS_MULTI_CONFIG)
|
if (IS_MULTI_CONFIG)
|
||||||
set(CMAKE_CONFIGURATION_TYPES ${BUILD_TYPES})
|
set(CMAKE_CONFIGURATION_TYPES ${BUILD_TYPES} CACHE STRING "Supported build types" FORCE)
|
||||||
|
mark_as_advanced(CMAKE_CONFIGURATION_TYPES)
|
||||||
else()
|
else()
|
||||||
set(CMAKE_BUILD_TYPE "DebugOptimized" CACHE STRING "Project build type")
|
set(CMAKE_BUILD_TYPE "DebugOptimized" CACHE STRING "Project build type")
|
||||||
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS ${BUILD_TYPES})
|
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS ${BUILD_TYPES})
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
# Don't clutter GUI on success
|
||||||
|
mark_as_advanced(
|
||||||
|
N64_TOOLCHAIN_ROOT
|
||||||
|
N64_TOOLCHAIN_PREFIX
|
||||||
|
|
||||||
|
CMAKE_ASM_COMPILER
|
||||||
|
CMAKE_C_COMPILER
|
||||||
|
CMAKE_CPP
|
||||||
|
CMAKE_CXX_COMPILER
|
||||||
|
CMAKE_OBJCOPY
|
||||||
|
Makemask_EXECUTABLE
|
||||||
|
)
|
||||||
|
|
||||||
# ROM generation
|
# ROM generation
|
||||||
|
|
||||||
function(target_linker_script TARGET SCRIPT_FILE)
|
function(target_linker_script TARGET SCRIPT_FILE)
|
||||||
|
118
documentation/building/building.md
Normal file
118
documentation/building/building.md
Normal file
@ -0,0 +1,118 @@
|
|||||||
|
# Building the Game
|
||||||
|
|
||||||
|
> **Note:** Make sure you have
|
||||||
|
> [copied your Portal game files](../../vpk/README.md) and
|
||||||
|
> set up the project dependencies either
|
||||||
|
> [using Docker](./docker_setup.md) or [natively](./native_setup.md).
|
||||||
|
|
||||||
|
This project is built using [CMake](https://cmake.org/cmake/help/). CMake works
|
||||||
|
in two main phases: **configuration** and **building**.
|
||||||
|
|
||||||
|
CMake supports multiple different target build systems. Configuration time is
|
||||||
|
when build system files are generated. For example, Makefiles or `.ninja` files.
|
||||||
|
Configuration only needs to happen when first setting up the project or when
|
||||||
|
changing build-related settings.
|
||||||
|
|
||||||
|
Build time is when the code is actually compiled/linked. This amounts to running
|
||||||
|
the build tool corresponding to the files CMake previously generated at
|
||||||
|
configuration time (`make`, `ninja`, etc.).
|
||||||
|
|
||||||
|
## Configuration
|
||||||
|
|
||||||
|
Configure the build system with the following command. Portal 64 is
|
||||||
|
cross-compiled for the N64, and so a toolchain file must be specified.
|
||||||
|
|
||||||
|
**Note:** Currently, the build directory must be named `build`.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd portal64
|
||||||
|
cmake -G "Ninja" -B build -S . -DCMAKE_TOOLCHAIN_FILE=cmake/Toolchain-N64.cmake
|
||||||
|
```
|
||||||
|
|
||||||
|
### Changing the CMake Generator
|
||||||
|
|
||||||
|
The default CMake generator is system dependent. We specify an exact generator
|
||||||
|
with the `-G` argument for consistency across platforms. Ninja is recommended
|
||||||
|
due to its speed. You may need to install it. For example, on Debian/Ubuntu:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
apt install ninja-build
|
||||||
|
```
|
||||||
|
|
||||||
|
Alternatively, use "Unix Makefiles" in the configuration command instead of
|
||||||
|
"Ninja" to use `make`.
|
||||||
|
|
||||||
|
### Manually Specifying Missing Dependencies
|
||||||
|
|
||||||
|
CMake will try to automatically locate dependencies on your system. If programs
|
||||||
|
or directories cannot be found during configuration then you can explicitly
|
||||||
|
assign values to relevant variables (mentioned in error messages) using the `-D`
|
||||||
|
argument. For example:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd portal64
|
||||||
|
|
||||||
|
# Replace <build_directory> with build directory name
|
||||||
|
cmake -DBlender_EXECUTABLE=/path/to/blender <build_directory>
|
||||||
|
```
|
||||||
|
|
||||||
|
This should not be necessary if you followed the dependency setup steps, but is
|
||||||
|
useful to know in case of issues or if using a different build environment than
|
||||||
|
these documents.
|
||||||
|
|
||||||
|
## Build
|
||||||
|
|
||||||
|
Once the build system has been configured, build the game with one of the
|
||||||
|
following commands. From this point forward only build commands are needed.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd portal64
|
||||||
|
|
||||||
|
# Generator independent
|
||||||
|
# Replace <build_directory> with build directory name
|
||||||
|
cmake --build <build_directory>
|
||||||
|
```
|
||||||
|
|
||||||
|
or
|
||||||
|
|
||||||
|
```sh
|
||||||
|
# Replace <build_directory> with build directory name
|
||||||
|
cd portal64/<build_directory>
|
||||||
|
|
||||||
|
# If using ninja
|
||||||
|
ninja
|
||||||
|
|
||||||
|
# If using make
|
||||||
|
make
|
||||||
|
```
|
||||||
|
|
||||||
|
## Optional Settings
|
||||||
|
|
||||||
|
There are several settings you can change which affect the build. Most notably:
|
||||||
|
|
||||||
|
| Name | Type | Description |
|
||||||
|
| ----------------- | -------------------- | --- |
|
||||||
|
| `AUDIO_LANGUAGES` | Comma-separated list | Specify which audio languages to include. Supported values are any combination of `english`, `french`, `german`, `russian`, or `spanish` - or just `all`, to include everything. Ensure relevant audio VPKs have been copied (see [vpk/README.md](../../vpk/README.md#add-multiple-audio-languages)). Only English audio is included by default. |
|
||||||
|
| `TEXT_LANGUAGES` | Comma-separated list | Specify which text languages to include. Supported values are any combination of `english`, `brazilian`, `bulgarian`, `czech`, `danish`, `german`, `spanish`, `latam`, `greek`, `french`, `italian`, `polish`, `hungarian`, `dutch`, `norwegian`, `portuguese`, `russian`, `romanian`, `finnish`, `swedish`, `turkish`, or `ukrainian` - or just `all`, to include everything. All supported text languages are included by default. |
|
||||||
|
| `DEBUGGER` | Boolean | Build with support for hardware debugging. See [debugger.md](../debugger.md) for more information. Defaults to `OFF`. |
|
||||||
|
| `GFX_VALIDATOR` | Boolean | Build with display list validator. Defaults to `OFF`. |
|
||||||
|
| `RSP_PROFILER` | Boolean | Build with RSP performance profiler. Defaults to `OFF`. |
|
||||||
|
|
||||||
|
You can see a list of all project CMake variables using the following commands.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
# Standard variables
|
||||||
|
cmake -LH build
|
||||||
|
|
||||||
|
# Standard and advanced variables
|
||||||
|
cmake -LAH build
|
||||||
|
```
|
||||||
|
|
||||||
|
Update a variable using the following command, then build again.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd portal64
|
||||||
|
|
||||||
|
# Replace <build_directory> with build directory name
|
||||||
|
cmake -DVARIABLE_NAME=value <build_directory>
|
||||||
|
```
|
64
documentation/building/docker_setup.md
Normal file
64
documentation/building/docker_setup.md
Normal file
@ -0,0 +1,64 @@
|
|||||||
|
# Docker Build Setup
|
||||||
|
|
||||||
|
This project provides a Docker image for easy and consistent builds regardless
|
||||||
|
of platform. This is the recommended setup if you don't want to make system-wide
|
||||||
|
changes just for this project, or are unfamiliar with Linux.
|
||||||
|
|
||||||
|
## Install Docker
|
||||||
|
|
||||||
|
Install Docker either by using your package manager or by following the
|
||||||
|
instructions at https://docs.docker.com/engine/install/.
|
||||||
|
|
||||||
|
For example, on Ubuntu:
|
||||||
|
|
||||||
|
```sh
|
||||||
|
sudo apt install docker.io
|
||||||
|
```
|
||||||
|
|
||||||
|
If installing from docker.com, Docker Desktop is not required -- only Docker
|
||||||
|
Engine.
|
||||||
|
|
||||||
|
## Build Docker Image
|
||||||
|
|
||||||
|
Build the Docker image with the following command. This will create an image
|
||||||
|
tagged with the name "portal64" containing all project dependencies.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd portal64
|
||||||
|
docker build -t portal64 .
|
||||||
|
```
|
||||||
|
|
||||||
|
## File Permissions
|
||||||
|
|
||||||
|
If you run Docker as root you may want to change the permissions of the
|
||||||
|
`portal_pak_dir/`, `portal_pak_modified/`, and build output directories to be
|
||||||
|
able to edit them outside of the container (they will be owned by root). On
|
||||||
|
Linux, you can use the following commands.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
# Replace <build_directory> with build directory name
|
||||||
|
sudo chmod 777 -R portal_pak_dir
|
||||||
|
sudo chmod 777 -R portal_pak_modified
|
||||||
|
sudo chmod 777 -R <build_directory>
|
||||||
|
```
|
||||||
|
|
||||||
|
## Running Commands in the Container
|
||||||
|
|
||||||
|
Once the Docker image is built, use the following command to launch a container
|
||||||
|
and access an interactive shell.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cd portal64
|
||||||
|
docker run --rm -v .:/usr/src/app -it portal64 bash
|
||||||
|
```
|
||||||
|
|
||||||
|
This mounts the current directory (the project root) inside the container at
|
||||||
|
`/usr/src/app` (so the build can read the project and game files) and runs
|
||||||
|
`bash` to provide a shell.
|
||||||
|
|
||||||
|
## Building the Code
|
||||||
|
|
||||||
|
From here, all build commands are the same as a native build. Follow the
|
||||||
|
[build instructions](./building.md) as normal making sure to run the commands
|
||||||
|
in the container. You can exit by using the `exit` command, after which the
|
||||||
|
container will be removed.
|
72
documentation/building/native_setup.md
Normal file
72
documentation/building/native_setup.md
Normal file
@ -0,0 +1,72 @@
|
|||||||
|
# Native Build Setup
|
||||||
|
|
||||||
|
These steps will install and configure the project dependencies system-wide.
|
||||||
|
You can also follow the same steps to set up the dependencies in a virtual
|
||||||
|
machine or using Windows Subsystem for Linux (WSL). Follow them manually, or
|
||||||
|
execute the [tools/setup_ubuntu.sh](../../tools/setup_ubuntu.sh) script.
|
||||||
|
|
||||||
|
> **Note:** The steps and commands below assume you are using Ubuntu Linux or
|
||||||
|
a similar Debian derivative. Building in other environments is possible but
|
||||||
|
considered advanced -- you should know what you're doing if trying something
|
||||||
|
different. Otherwise, consider [using Docker](./docker_setup.md).
|
||||||
|
|
||||||
|
## SDK
|
||||||
|
|
||||||
|
First, you will need to set up
|
||||||
|
[Modern SDK](https://crashoveride95.github.io/n64hbrew/modernsdk/startoff.html).
|
||||||
|
Follow the instructions on the linked page.
|
||||||
|
|
||||||
|
## Game Dependencies
|
||||||
|
|
||||||
|
You can install most dependencies using the default Ubuntu repositories.
|
||||||
|
If using something other than `apt` or Ubuntu then package names and
|
||||||
|
availability may differ.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
sudo apt install build-essential cmake ffmpeg git imagemagick nodejs pip pipx python3 sox unzip
|
||||||
|
```
|
||||||
|
|
||||||
|
For the following dependencies, first add the following custom repository.
|
||||||
|
You will need to build [sfz2n64](https://github.com/lambertjamesd/sfz2n64) and
|
||||||
|
[vtf2png](https://github.com/eXeC64/vtf2png) from source if not using Ubuntu.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
echo "deb [trusted=yes] https://lambertjamesd.github.io/apt/ ./" \
|
||||||
|
| sudo tee /etc/apt/sources.list.d/lambertjamesd.list
|
||||||
|
sudo apt update
|
||||||
|
sudo apt install sfz2n64 vtf2png
|
||||||
|
```
|
||||||
|
|
||||||
|
Next, you will need to install Blender 3.6 LTS (the version is important; only
|
||||||
|
3.6.x will work correctly). Snap is an easy way to install a specific version.
|
||||||
|
You could alternatively download it from
|
||||||
|
[blender.org](https://download.blender.org/release/Blender3.6/) or other means,
|
||||||
|
just ensure the Blender executable directory is included in the `PATH`
|
||||||
|
environment variable so it can be found at build time.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
sudo snap install blender --channel=3.6lts/stable --classic
|
||||||
|
```
|
||||||
|
|
||||||
|
Install the Python `vpk` module using `pipx`.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
sudo apt install pipx
|
||||||
|
pipx ensurepath
|
||||||
|
pipx install vpk
|
||||||
|
```
|
||||||
|
|
||||||
|
## Skeletool Dependencies
|
||||||
|
|
||||||
|
Install dependencies for `skeletool64`. This tool is used to convert some game
|
||||||
|
assets.
|
||||||
|
|
||||||
|
**Note:** Lua 5.4 is required!
|
||||||
|
|
||||||
|
```sh
|
||||||
|
sudo apt install cimg-dev libassimp-dev liblua5.4-0 liblua5.4-dev libpng-dev libtiff-dev libyaml-cpp-dev lua5.4
|
||||||
|
```
|
||||||
|
|
||||||
|
## Building the Code
|
||||||
|
|
||||||
|
From here, follow the [build instructions](./building.md).
|
@ -35,19 +35,20 @@ portal64/
|
|||||||
validator.h
|
validator.h
|
||||||
```
|
```
|
||||||
|
|
||||||
Next, you need to configure an environment variable. Put this in your `~/.bashrc` or `~/.profile`
|
Next, you need to configure CMake with `DEBUGGER=ON`:
|
||||||
|
|
||||||
```
|
```sh
|
||||||
|
cd portal64
|
||||||
|
|
||||||
|
# Replace <build_directory> with build directory name
|
||||||
|
cmake -DDEBUGGER=ON <build_directory>
|
||||||
export PORTAL64_WITH_DEBUGGER=1
|
export PORTAL64_WITH_DEBUGGER=1
|
||||||
```
|
```
|
||||||
|
|
||||||
Then to build the rom with the debugger in it, use ths make command
|
Then build as normal. This will build a version of the game that has a debugger
|
||||||
|
installed. When the game boots, it will pause and wait for something to connect
|
||||||
```
|
to the debugger before continuing. To connect the debugger with an everdrive,
|
||||||
PORTAL64_WITH_GFX_VALIDATOR=1 make build/portal_debug.z64
|
you will need to run the following script.
|
||||||
```
|
|
||||||
|
|
||||||
This will build a version of the game that has a debugger installed. When the game boots, it will pause and wait for something to connect to the debugger before continuing. To connect the debugger with an everdrive, you will need to run the following script.
|
|
||||||
|
|
||||||
```
|
```
|
||||||
node /path/to/libultragdb/proxy/proxy.js /dev/ttyUSB0 8080
|
node /path/to/libultragdb/proxy/proxy.js /dev/ttyUSB0 8080
|
||||||
|
@ -1,87 +0,0 @@
|
|||||||
## Build with Docker
|
|
||||||
|
|
||||||
If `apt install docker` doesn't work, you have to either use `apt install docker.io` or e.g. not use apt at all and install Docker "officially" from docker.com
|
|
||||||
|
|
||||||
|
|
||||||
Also, using snap to install Docker is not advised `sudo snap install docker` gives, an [Errno 13] Permission denied error message (for python3.11-minimal) and this blocks creating the Docker image.
|
|
||||||
|
|
||||||
(also, some may have to run `sudo setfacl -R -m u:$USER:rwx /var/run/docker.sock` first, if Docker wasn't installed from docker.com)
|
|
||||||
|
|
||||||
|
|
||||||
Add all desired [languages](/vpk/add_vpk_here.md) for the build process.
|
|
||||||
|
|
||||||
After that you can build the docker image using:
|
|
||||||
|
|
||||||
|
|
||||||
```sh
|
|
||||||
|
|
||||||
make -f Makefile.docker image # Builds the Docker image.
|
|
||||||
|
|
||||||
```
|
|
||||||
|
|
||||||
Then build the rom using;
|
|
||||||
|
|
||||||
```sh
|
|
||||||
|
|
||||||
make -f Makefile.docker
|
|
||||||
|
|
||||||
```
|
|
||||||
|
|
||||||
## You can also use the language options, e.g.:
|
|
||||||
|
|
||||||
```sh
|
|
||||||
|
|
||||||
make -f Makefile.docker german_audio
|
|
||||||
|
|
||||||
```
|
|
||||||
|
|
||||||
```sh
|
|
||||||
|
|
||||||
make -f Makefile.docker french_audio
|
|
||||||
|
|
||||||
```
|
|
||||||
|
|
||||||
```sh
|
|
||||||
|
|
||||||
make -f Makefile.docker russian_audio
|
|
||||||
|
|
||||||
```
|
|
||||||
|
|
||||||
```sh
|
|
||||||
|
|
||||||
make -f Makefile.docker spanish_audio
|
|
||||||
|
|
||||||
```
|
|
||||||
|
|
||||||
```sh
|
|
||||||
|
|
||||||
make -f Makefile.docker # Run this after running the commands for the desired languages that you would like to add to your ROM.
|
|
||||||
|
|
||||||
```
|
|
||||||
|
|
||||||
## Build all audio languages into the ROM.
|
|
||||||
|
|
||||||
Make sure to put all the following files in the portal64/vpk folder then run:
|
|
||||||
|
|
||||||
```sh
|
|
||||||
|
|
||||||
make -f Makefile.docker all_languages
|
|
||||||
|
|
||||||
```
|
|
||||||
If you have issues use `make -f Makefile.docker clean` to clean out any previous build files, remember it also removes any languages you set up so you will need to run those commands again.
|
|
||||||
|
|
||||||
```sh
|
|
||||||
|
|
||||||
make -f Makefile.docker clean
|
|
||||||
|
|
||||||
```
|
|
||||||
|
|
||||||
That will generate the rom at `/build/portal64.z64`
|
|
||||||
|
|
||||||
If you run Docker in sudo you may want to change the permissions of portal64/build, portal64/portal_pak_dir and portal64portal_pak_modified:
|
|
||||||
```sh
|
|
||||||
sudo chmod 777 -R build
|
|
||||||
sudo chmod 777 -R portal_pak_dir
|
|
||||||
sudo chmod 777 -R portal_pak_modified
|
|
||||||
|
|
||||||
```
|
|
@ -1,62 +0,0 @@
|
|||||||
## How to Build
|
|
||||||
|
|
||||||
### SDK
|
|
||||||
|
|
||||||
First, you will need to setup [Modern SDK](https://crashoveride95.github.io/n64hbrew/modernsdk/startoff.html).
|
|
||||||
|
|
||||||
|
|
||||||
### Game Dependencies
|
|
||||||
|
|
||||||
You can install most dependencies using your package manager's default repository:
|
|
||||||
|
|
||||||
```sh
|
|
||||||
sudo apt install build-essential cmake ffmpeg git imagemagick nodejs pip pipx python3 sox unzip
|
|
||||||
```
|
|
||||||
|
|
||||||
For the following dependencies, first add the following custom repository:
|
|
||||||
|
|
||||||
```sh
|
|
||||||
echo "deb [trusted=yes] https://lambertjamesd.github.io/apt/ ./" \
|
|
||||||
| sudo tee /etc/apt/sources.list.d/lambertjamesd.list
|
|
||||||
sudo apt update
|
|
||||||
sudo apt install sfz2n64 vtf2png
|
|
||||||
```
|
|
||||||
|
|
||||||
Next, you will need to install Blender 3.6 LTS (please don't use e.g. 4.x, only 3.6.x will work correctly). Then set the environment variable `BLENDER_3_6` to be the absolute path where the Blender 3.6 executable is located on your system.
|
|
||||||
|
|
||||||
```sh
|
|
||||||
sudo snap install blender --channel=3.6lts/stable --classic
|
|
||||||
```
|
|
||||||
|
|
||||||
E.g., add this to your `~/.bashrc` if you used snap (or you can use `which blender` to find the path of Blender 3.6):
|
|
||||||
|
|
||||||
```bash
|
|
||||||
export BLENDER_3_6="/snap/bin/blender"
|
|
||||||
```
|
|
||||||
|
|
||||||
Install the Python `vpk` module using pipx:
|
|
||||||
|
|
||||||
```sh
|
|
||||||
sudo apt install pipx
|
|
||||||
pipx ensurepath
|
|
||||||
pipx install vpk
|
|
||||||
```
|
|
||||||
|
|
||||||
### Skeletool Dependencies
|
|
||||||
|
|
||||||
Setup and install dependencies for `skeletool64`:
|
|
||||||
|
|
||||||
```sh
|
|
||||||
sudo apt install cimg-dev libassimp-dev liblua5.4-0 liblua5.4-dev libpng-dev libtiff-dev libyaml-cpp-dev lua5.4
|
|
||||||
```
|
|
||||||
|
|
||||||
**Note:** Lua 5.4 is required!
|
|
||||||
|
|
||||||
### Getting the Code
|
|
||||||
|
|
||||||
Clone the Portal64 repo or download the zip.
|
|
||||||
|
|
||||||
```sh
|
|
||||||
git clone https://github.com/mwpenny/portal64-still-alive.git portal64
|
|
||||||
cd portal64
|
|
||||||
```
|
|
@ -9,10 +9,10 @@ set(OUTPUT_LINKER_SCRIPT "${LINKER_SCRIPT_DIR}/portal.ld")
|
|||||||
add_custom_command(
|
add_custom_command(
|
||||||
DEPENDS
|
DEPENDS
|
||||||
${LINKER_SCRIPT}
|
${LINKER_SCRIPT}
|
||||||
anims_linker_script "$<TARGET_PROPERTY:anims_linker_script,OUTPUT>"
|
anims_linker_script "$<TARGET_PROPERTY:anims_linker_script,SCRIPT_FILE>"
|
||||||
level_linker_script "$<TARGET_PROPERTY:level_linker_script,OUTPUT>"
|
level_linker_script "$<TARGET_PROPERTY:level_linker_script,SCRIPT_FILE>"
|
||||||
models_dynamic_linker_script "$<TARGET_PROPERTY:models_dynamic_linker_script,OUTPUT>"
|
models_dynamic_linker_script "$<TARGET_PROPERTY:models_dynamic_linker_script,SCRIPT_FILE>"
|
||||||
string_linker_script "$<TARGET_PROPERTY:string_linker_script,OUTPUT>"
|
string_linker_script "$<TARGET_PROPERTY:string_linker_script,SCRIPT_FILE>"
|
||||||
OUTPUT
|
OUTPUT
|
||||||
${OUTPUT_LINKER_SCRIPT}
|
${OUTPUT_LINKER_SCRIPT}
|
||||||
COMMAND
|
COMMAND
|
||||||
|
@ -1,3 +0,0 @@
|
|||||||
rm -rf build
|
|
||||||
PORTAL64_WITH_DEBUGGER=0 PORTAL64_WITH_RSP_PROFILER=0 PORTAL64_WITH_GFX_VALIDATOR=0 make all_languages
|
|
||||||
PORTAL64_WITH_DEBUGGER=0 PORTAL64_WITH_RSP_PROFILER=0 PORTAL64_WITH_GFX_VALIDATOR=0 make
|
|
@ -1,25 +0,0 @@
|
|||||||
##!/bin/bash
|
|
||||||
|
|
||||||
# Check if an argument is provided
|
|
||||||
if [ $# -ne 1 ]; then
|
|
||||||
echo "Usage: $0 <path/to/portal.z64>"
|
|
||||||
exit 1
|
|
||||||
fi
|
|
||||||
|
|
||||||
# Get the provided binary path from the argument
|
|
||||||
BINARY_PATH="$1"
|
|
||||||
|
|
||||||
# Check if the file exists
|
|
||||||
if [ -f "$BINARY_PATH" ]; then
|
|
||||||
# Calculate the size of the binary
|
|
||||||
size=$(stat -c%s "$BINARY_PATH")
|
|
||||||
|
|
||||||
# Pad zeros until the size is a multiple of 512
|
|
||||||
while [ $((size % 512)) -ne 0 ]; do
|
|
||||||
printf '\000' >> "$BINARY_PATH"
|
|
||||||
size=$((size + 1))
|
|
||||||
done
|
|
||||||
else
|
|
||||||
echo "File not found: $BINARY_PATH"
|
|
||||||
fi
|
|
||||||
|
|
@ -11,7 +11,7 @@ sudo apt update
|
|||||||
# Install various packages
|
# Install various packages
|
||||||
sudo apt install -y \
|
sudo apt install -y \
|
||||||
binutils-mips-n64 \
|
binutils-mips-n64 \
|
||||||
build-essential
|
build-essential \
|
||||||
cimg-dev \
|
cimg-dev \
|
||||||
cmake \
|
cmake \
|
||||||
ffmpeg \
|
ffmpeg \
|
||||||
@ -45,8 +45,6 @@ sudo apt-get update && sudo apt-get install libxfixes3 libxi6 libxkbcommon0 libx
|
|||||||
sudo snap install blender --channel=3.6lts/stable --classic
|
sudo snap install blender --channel=3.6lts/stable --classic
|
||||||
|
|
||||||
# Append environment variables to .bashrc
|
# Append environment variables to .bashrc
|
||||||
echo 'export N64_LIBGCCDIR=/opt/crashsdk/lib/gcc/mips64-elf/12.2.0' >> ~/.bashrc
|
|
||||||
echo 'export BLENDER_3_6=/snap/bin/blender' >> ~/.bashrc
|
|
||||||
echo 'export PATH=$PATH:/opt/crashsdk/bin' >> ~/.bashrc
|
echo 'export PATH=$PATH:/opt/crashsdk/bin' >> ~/.bashrc
|
||||||
echo 'export ROOT=/etc/n64' >> ~/.bashrc
|
echo 'export ROOT=/etc/n64' >> ~/.bashrc
|
||||||
|
|
||||||
@ -58,9 +56,4 @@ pipx install vpk
|
|||||||
# Source the updated .bashrc to apply changes in the current terminal
|
# Source the updated .bashrc to apply changes in the current terminal
|
||||||
source ~/.bashrc
|
source ~/.bashrc
|
||||||
|
|
||||||
echo "Setup is almost complete. Add the files from the Portal folder to portal64/vpk"
|
|
||||||
|
|
||||||
read -p "When complete, press Enter to finish setup."
|
|
||||||
|
|
||||||
# Displaying 'Setup complete' message after user input
|
|
||||||
echo "Setup complete. Please restart the terminal if paths are not updated."
|
echo "Setup complete. Please restart the terminal if paths are not updated."
|
56
vpk/README.md
Normal file
56
vpk/README.md
Normal file
@ -0,0 +1,56 @@
|
|||||||
|
# Source Portal Files
|
||||||
|
|
||||||
|
Game assets from Portal are sourced from the original game's files, which must be supplied separately. Copy the entire Portal folder to this directory
|
||||||
|
(`vpk/`).
|
||||||
|
|
||||||
|
If you are not using Docker, you can use a symbolic link.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
ln -s <SteamLibrary>/steamapps/common/Portal vpk/Portal
|
||||||
|
```
|
||||||
|
|
||||||
|
At a minimum, the following directory structure is required. However, it is
|
||||||
|
easier and less error prone to just copy everything.
|
||||||
|
|
||||||
|
```
|
||||||
|
vpk/
|
||||||
|
└── Portal/
|
||||||
|
├── hl2/
|
||||||
|
│ ├── media/
|
||||||
|
│ │ └── valve.bik
|
||||||
|
│ |── resource/
|
||||||
|
│ ├── hl2_misc_000.vpk
|
||||||
|
│ ├── hl2_misc_001.vpk
|
||||||
|
│ ├── hl2_misc_002.vpk
|
||||||
|
│ ├── hl2_misc_003.vpk
|
||||||
|
│ ├── hl2_misc_dir.vpk
|
||||||
|
│ ├── hl2_sound_misc_000.vpk
|
||||||
|
│ ├── hl2_sound_misc_001.vpk
|
||||||
|
│ ├── hl2_sound_misc_002.vpk
|
||||||
|
│ └── hl2_sound_misc_dir.vpk
|
||||||
|
└── portal/
|
||||||
|
├── resource/
|
||||||
|
├── portal_pak_000.vpk
|
||||||
|
├── portal_pak_001.vpk
|
||||||
|
├── portal_pak_002.vpk
|
||||||
|
├── portal_pak_003.vpk
|
||||||
|
├── portal_pak_004.vpk
|
||||||
|
├── portal_pak_005.vpk
|
||||||
|
└── portal_pak_dir.vpk
|
||||||
|
```
|
||||||
|
|
||||||
|
## Add Multiple Audio Languages
|
||||||
|
|
||||||
|
The original game supports English, French, German, Russian, and Spanish audio.
|
||||||
|
This project only uses English audio by default. If you want audio languages
|
||||||
|
other than English, follow the steps below for each desired additional language.
|
||||||
|
|
||||||
|
1. Change the current language for Portal in Steam to the desired language using
|
||||||
|
the game properties menu. The game will update.
|
||||||
|
2. Open `<SteamLibrary>/steamapps/common/Portal/portal` and find the
|
||||||
|
`portal_sound_vo_*.vpk` files corresponding to the new language.
|
||||||
|
3. Copy the language audio VPKs to `vpk/`. **These files must be copied because
|
||||||
|
Steam only keeps the files of one language at a time.**
|
||||||
|
|
||||||
|
When building, set the `AUDIO_LANGUAGES` variable appropriately. See
|
||||||
|
[Building the Game](../documentation/building/building.md#optional-settings).
|
@ -1,124 +0,0 @@
|
|||||||
# Source Portal Files
|
|
||||||
|
|
||||||
Copy the entire Portal folder, or create a symbolic link, in this folder (`vpk/`).
|
|
||||||
|
|
||||||
```sh
|
|
||||||
ln -s SteamLibrary\steamapps\common\Portal\ Portal
|
|
||||||
```
|
|
||||||
|
|
||||||
At a minimum, the following directory structure is required:
|
|
||||||
|
|
||||||
```
|
|
||||||
vpk/
|
|
||||||
└── Portal/
|
|
||||||
├── hl2/
|
|
||||||
│ ├── media/
|
|
||||||
│ │ └── valve.bik
|
|
||||||
│ |── resource/
|
|
||||||
│ | ├── gameui_english.txt
|
|
||||||
│ | └── valve_english.txt
|
|
||||||
| ├── hl2_misc_000.vpk
|
|
||||||
| ├── hl2_misc_001.vpk
|
|
||||||
| ├── hl2_misc_002.vpk
|
|
||||||
| ├── hl2_misc_003.vpk
|
|
||||||
| ├── hl2_misc_dir.vpk
|
|
||||||
| ├── hl2_sound_misc_000.vpk
|
|
||||||
| ├── hl2_sound_misc_001.vpk
|
|
||||||
| ├── hl2_sound_misc_002.vpk
|
|
||||||
| └── hl2_sound_misc_dir.vpk
|
|
||||||
└── portal/
|
|
||||||
├── resource/
|
|
||||||
| ├── closecaption_english.txt
|
|
||||||
| └── portal_english.txt
|
|
||||||
├── portal_pak_000.vpk
|
|
||||||
├── portal_pak_001.vpk
|
|
||||||
├── portal_pak_002.vpk
|
|
||||||
├── portal_pak_003.vpk
|
|
||||||
├── portal_pak_004.vpk
|
|
||||||
├── portal_pak_005.vpk
|
|
||||||
└── portal_pak_dir.vpk
|
|
||||||
```
|
|
||||||
|
|
||||||
## Add multiple audio languages
|
|
||||||
|
|
||||||
Only English is audio included by default. If you want multi-language support,
|
|
||||||
copy the `portal_sound_vo_*.vpk` files found in `SteamLibrary/steamapps/common/Portal/portal`
|
|
||||||
to `vpk/`. These files need to be copied, because the original Portal keeps only
|
|
||||||
the files of ONE language at a time.
|
|
||||||
|
|
||||||
Change the current language for Portal in Steam to the desired language. After
|
|
||||||
Portal updates to the new language, copy the new language files and paste them
|
|
||||||
in `vpk/`.
|
|
||||||
|
|
||||||
Do this for each one of the languages you want to add to the ROM.
|
|
||||||
|
|
||||||
* German:
|
|
||||||
```
|
|
||||||
portal/portal_sound_vo_german_000.vpk -> vpk/
|
|
||||||
portal/portal_sound_vo_german_dir.vpk -> vpk/
|
|
||||||
```
|
|
||||||
```sh
|
|
||||||
make german_audio
|
|
||||||
```
|
|
||||||
|
|
||||||
* French:
|
|
||||||
```
|
|
||||||
portal/portal_sound_vo_french_000.vpk -> vpk/
|
|
||||||
portal/portal_sound_vo_french_dir.vpk -> vpk/
|
|
||||||
```
|
|
||||||
```
|
|
||||||
make french_audio
|
|
||||||
```
|
|
||||||
|
|
||||||
* Russian:
|
|
||||||
```
|
|
||||||
portal/portal_sound_vo_russian_000.vpk -> vpk/
|
|
||||||
portal/portal_sound_vo_russian_dir.vpk -> vpk/
|
|
||||||
```
|
|
||||||
```
|
|
||||||
make russian_audio
|
|
||||||
```
|
|
||||||
|
|
||||||
* Spanish:
|
|
||||||
```
|
|
||||||
portal/portal_sound_vo_spanish_000.vpk -> vpk/
|
|
||||||
portal/portal_sound_vo_spanish_dir.vpk -> vpk/
|
|
||||||
```
|
|
||||||
```
|
|
||||||
make spanish_audio
|
|
||||||
```
|
|
||||||
|
|
||||||
* All languages:
|
|
||||||
```
|
|
||||||
portal_sound_vo_german_000.vpk -> vpk/
|
|
||||||
portal_sound_vo_german_dir.vpk -> vpk/
|
|
||||||
portal_sound_vo_french_000.vpk -> vpk/
|
|
||||||
portal_sound_vo_french_dir.vpk -> vpk/
|
|
||||||
portal_sound_vo_russian_000.vpk -> vpk/
|
|
||||||
portal_sound_vo_russian_dir.vpk -> vpk/
|
|
||||||
portal_sound_vo_spanish_000.vpk -> vpk/
|
|
||||||
portal_sound_vo_spanish_dir.vpk -> vpk/
|
|
||||||
```
|
|
||||||
```sh
|
|
||||||
# This will also build the ROM
|
|
||||||
make all_languages
|
|
||||||
```
|
|
||||||
|
|
||||||
After setting up your desired languages, you can run `make` to build the ROM as
|
|
||||||
normal.
|
|
||||||
|
|
||||||
## Add multiple subtile languages
|
|
||||||
|
|
||||||
To include additional subtitle languages, copy the following files from the
|
|
||||||
original Portal game directory into the corresponding locations under `vpk/Portal/`
|
|
||||||
(see above).
|
|
||||||
|
|
||||||
```
|
|
||||||
hl2/resource/gameui_<language>.txt
|
|
||||||
hl2/resource/valve_<language>.txt
|
|
||||||
portal/resource/closecaption_<language>.txt
|
|
||||||
portal/resource/portal_<language>.txt
|
|
||||||
```
|
|
||||||
|
|
||||||
If copying or symlinking the entire Portal game directory to `vpk/`, these are
|
|
||||||
picked up automatically.
|
|
Loading…
Reference in New Issue
Block a user