update Cross-compiling
This commit is contained in:
352
Cross-compiling
352
Cross-compiling
@@ -5,9 +5,26 @@ versions in some important ways that make it possible to use a cross-compiler
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running on one platform (the "host" platform of the build) to produce a binary
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NetHack package that can execute on an entirely different platform.
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+----------------------+
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| Why cross-compile? |
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+----------------------+
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Part A Contents:
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A1. Why cross-compile?
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A2. Building NetHack 3.6 (before)
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A3. Building NetHack 3.7 (going forward)
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A4. How was the build procedure reduced to 5 steps?
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A5. How can I help with the cross-compiling initiative?
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Part B Contents:
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B1. Two sets of compiles and procedures
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B2. What needs to be built and executed on the HOST?
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B3. What needs to be built for the TARGET?
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B4. Case sample: msdos
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--------------------------------------------------------------------------------
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Part A - Cross-compiling NetHack
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--------------------------------------------------------------------------------
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+--------------------------+
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| A1. Why cross-compile? |
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+--------------------------+
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By using cross-compilers on host platforms with fast processors, plenty of RAM
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and storage resources, and an available cross-compiler, it may be possible to
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@@ -35,9 +52,9 @@ for carrying out test and production builds of NetHack for multiple target
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platforms through automated steps carried out on the host platform(s).
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+---------------------------------+
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| Building NetHack 3.6 (before) |
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+---------------------------------+
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+-------------------------------------+
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| A2. Building NetHack 3.6 (before) |
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+-------------------------------------+
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Very generally, the build of NetHack in past versions required the following
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steps to be carried out:
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@@ -96,9 +113,9 @@ platforms and operating systems. If all those things happen to match, the files
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might, just might, be usable across platforms, but the chances are against it,
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and that certainly cannot be counted on.
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+--------------------------------------+
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| Building NetHack 3.7 (going forward) |
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+--------------------------------------+
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+------------------------------------------+
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| A3. Building NetHack 3.7 (going forward) |
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+------------------------------------------+
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Again, very generally, the build of NetHack in 3.7 requires the following
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steps to be carried out:
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@@ -119,7 +136,9 @@ steps to be carried out:
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and/or operating system dependent; only the output of the utilities
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becomes part of the game package, not the executable utilities
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themselves.
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4. Compile and link the game itself.
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4. Compile and link the game components for the TARGET; that includes
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NetHack itself, Lua, and any optional regular-expression or window port
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libraries that you plan to link into the NetHack game executable.
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5. Package the game and its required files including the output from
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previous steps 2b, 3 and 4 above.
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@@ -128,9 +147,9 @@ by executing step 4 using a cross-compiler that runs on the build (host)
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platform to produce a resulting binary for the target platform, instead of
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executing the native compiler.
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+--------------------------------------------------------+
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| How was the build procedure reduced to those 5 steps ? |
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+--------------------------------------------------------+
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+-----------------------------------------------------+
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| A4. How was the build procedure reduced to 5 steps? |
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+-----------------------------------------------------+
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The following are among several design changes planned in NetHack 3.7,
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and these specific changes are what altered the build process to make
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@@ -158,10 +177,9 @@ cross-compiling possible:
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game under a cross-compiled build. As such, it now produces information
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applicable to the target NetHack environment, not the build environment.
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+--------------------------------------------------------+
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| How can I help with the cross-compiling initiative? |
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+--------------------------------------------------------+
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+------------------------------------------------------------+
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| A5. How can I help with the cross-compiling initiative? |
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+------------------------------------------------------------+
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o If you have a favourite target platform (let's call it XX-Platform for
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example purposes) that you'd like to see NetHack be able to run on, do
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@@ -171,12 +189,12 @@ cross-compiling possible:
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Mac OS X are some examples of platforms that have cross-compilers
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for other targets available)
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Then, make the community, devteam, and so forth aware that you're starting
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o Then, make the community, devteam, and otheres aware that you're starting
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a cross-compile of NetHack for XX-Platform. You might need to ask some
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"starting out" questions initially, and as you get deeper into it, you
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might need to ask some tougher questions.
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Perhaps consider forking from NetHack on GitHub, and do the
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o Perhaps consider forking from NetHack on GitHub, and do the
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cross-compiler work there in your fork. Strive to get it to a point where
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its ready to play-test on XX-Platform, or perhaps even use an emulator
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of XX-Platform if one is available. We live in a time where plenty do.
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@@ -194,4 +212,300 @@ cross-compiling possible:
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Have fun!
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-----------------------------------------------------------------------------
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Part B - Cross-compiling details
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-----------------------------------------------------------------------------
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Part B Contents:
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B1. Two sets of compiles and procedures
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B2. What needs to be built and executed on the HOST?
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B3. What needs to be built for the TARGET?
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B4. Case sample: msdos
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+-----------------------------------------+
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| B1. Two sets of compiles and procedures |
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+-----------------------------------------+
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The HOST is the platform/place that you're running the build procedures using
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the native compiler/linker, and the cross-compiler/linker that runs on the HOST
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to build the game for a TARGET platform.
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You have to:
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1. Build mandatory utilities on the HOST.
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2. Execute the mandatory utilities to generate components that will be used
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during step 4 to build the game itself, or that will generate components
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that will become part of the TARGET game package.
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3. Build optional or enhancing utilities on the HOST, execute those
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optional or enhancing utilities on the HOST to generate components that
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will become part of the TARGET game package.
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4. Execute a supported cross-compiler to compile the rest of the game
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components like NetHack, Lua, and any optional libraries.
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(the word "supported", in this sense, means a compiler that runs on your
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HOST build platform, and generates output executable files for the TARGET
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platform.
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It should be mentioned that you can execute the cross-compile build approach
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even to generate binaries for the same platform as the host, where the HOST
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compilerand the TARGET compiler are actually one and the same.
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+------------------------------------------------------+
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| B2. What needs to be built and executed on the HOST? |
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+------------------------------------------------------+
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On the HOST, here are the mandatory things that have to be built.
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a) Using the HOST native compiler, build HOST native utility makedefs
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Compile and link the following with these compiler switches:
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-DCROSSCOMPILE and -DCROSSCOMPILE_HOST
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from sources: util/makedefs.c, src/mdlib.c, src/monst.c, src/objects.c
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b) Execute HOST native makedefs utility, util/makedefs, as follows:
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util/makedefs -v
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util/makedefs -o
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util/makedefs -p
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util/makedefs -z
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util/makedefs -d
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util/makedefs -r
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util/makedefs -h
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util/makedefs -s
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c) Using the HOST native compiler, build these additional utilities if your
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target platform requires components that they produce. It is important
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to note that all of the required source files need to be compiled to
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native obj files for linking into the HOST-side utility. Some of the
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source files (src/monst.c, src/objects.c) were likely already compiled
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as native HOST-side obj files in order to build the native HOST utility
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'makedefs' HOST utility above, and you don't need to compile them again
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for use in linking other HOST utilities if the HOST-native obj files
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produced from them are still around.
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NOTE: A few other source files (src/drawing.c, src/decl.c) that need to
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be compiled for native HOST utilities, also need to be compiled again
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later as TARGET obj files for linking into the TARGET executable. It is
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important to keep the compiled HOST-side obj files produced by the HOST
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native compiler, and the TARGET-side obj files produced by the
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cross-compiler separate and distinct from one another. That can be done
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either by naming the differing object files a little differently
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(perhaps with a suffix), or by placing the HOST-side obj files and the
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TARGET-side obj files into different folders during the build process.
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Whatever works best for your cross-compile.
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util/dlb
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from sources: src/dlb.c, src/dlb_main.c, src/alloc.c,
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src/panic.c
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purpose: For packaging up many files that are
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required components of the TARGET game
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into a single nhdat or nhdat370 combined
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file
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util/uudecode
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from sources: sys/share/uudecode.c
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purpose: convert some binary files, that are
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distributed in the NetHack sources in
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uuencoded format, back into their
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original binary state
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util/tilemap
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from sources: win/share/tilemap.c
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purpose: produce output file src/tile.c that is
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required for building TARGET packages with
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tile support
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util/tile2bmp
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from sources: win/share/tile2bmp.c, win/share/tiletext.c,
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win/share/tilemap.c, src/drawing.c,
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src/decl.c, src/monst.c, src/objects.c
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purpose: <TBD>
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util/gif2txt
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from sources: win/share/gifread.c, win/share/tiletext.c,
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win/share/tilemap.c, src/drawing.c,
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src/decl.c, src/monst.c, src/objects.c,
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src/alloc.c, src/panic.c
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purpose: <TBD>
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util/ppmwrite
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from sources: win/share/ppmwrite.c, win/share/tiletext.c,
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win/share/tilemap.c, src/drawing.c,
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src/decl.c, src/monst.c, src/objects.c,
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src/alloc.c, src/panic.c
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purpose: <TBD>
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+--------------------------------------------+
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| B3. What needs to be built for the TARGET? |
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+--------------------------------------------+
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For the TARGET side, here are the mandatory things that have to be built via
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the HOST-executed cross-compiler that generates code for the TARGET platform.
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Using the cross-compiler, build the following targets:
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a) NetHack sources (core is mandatory)
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With the cross-compiler and linker for the TARGET platform,
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cross-compile and link with these compiler switches:
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-DCROSSCOMPILE and -DCROSSCOMPILE_TARGET
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core sources (2019): src/allmain.c, src/apply.c, src/artifact.c,
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src/attrib.c, src/ball.c, src/bones.c,
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src/botl.c, src/cmd.c, src/dbridge.c, src/decl.c,
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src/detect.c, src/dig.c, src/display.c, src/do.c,
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src/do_name.c, src/do_wear.c, src/dog.c,
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src/dogmove.c, src/dokick.c, src/dothrow.c,
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src/drawing.c, src/dungeon.c, src/eat.c, src/end.c,
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src/engrave.c, src/exper.c, src/explode.c,
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src/extralev.c, src/files.c, src/fountain.c,
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src/hack.c, src/hacklib.c, src/invent.c,
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src/isaac64.c, src/light.c, src/lock.c, src/mail.c,
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src/makemon.c, src/mapglyph.c, src/mcastu.c,
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src/mdlib.c, src/mhitm.c, src/mhitu.c, src/minion.c,
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src/mklev.c, src/mkmap.c, src/mkmaze.c, src/mkobj.c,
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src/mkroom.c, src/mon.c, src/mondata.c, src/monmove.c,
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src/monst.c, src/mplayer.c, src/mthrowu.c, src/muse.c,
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src/music.c, src/nhlsel.c, src/nhlua.c, src/o_init.c,
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src/objects.c, src/objnam.c, src/options.c,
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src/pager.c, src/pickup.c, src/pline.c,
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src/polyself.c, src/potion.c, src/pray.c,
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src/priest.c, src/quest.c, src/questpgr.c,
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src/random.c, src/read.c, src/rect.c, src/region.c,
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src/restore.c, src/rip.c, src/rnd.c, src/role.c,
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src/rumors.c, src/save.c, src/sfbase.c,
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src/sfdata.c, src/sflendian.c, src/sfstruct.c,
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src/shk.c, src/shknam.c, src/sit.c, src/sounds.c,
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src/sp_lev.c, src/spell.c, src/steal.c, src/steed.c,
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src/sys.c, src/teleport.c, src/tile.c,
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src/timeout.c, src/topten.c, src/track.c,
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src/trap.c, src/u_init.c, src/uhitm.c, src/vault.c,
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src/version.c, src/vis_tab.c, src/vision.c,
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src/weapon.c, src/were.c, src/wield.c, src/windows.c,
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src/wizard.c, src/worm.c, src/worn.c, src/write.c,
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src/zap.c, sys/share/cppregex.cpp
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tty sources: win/tty/getline.c, win/tty/termcap.c,
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win/tty/topl.c, win/tty/wintty.c
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plus your platform-specific source files that contain main, typically
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*main.c, and unix support in *unix.c, tty support in *tty.c, and other
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system support in *sys.c as well as others sources pertaining to your
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specific target platform(s).
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b) Lua (mandatory in 3.7)
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lib/lua-5.3.5/src
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from sources: lua.c, lapi.c, lauxlib.c, lbaselib.c, lcode.c,
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lcorolib.c, lctype.c, ldblib.c, ldebug.c,
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ldo.c, ldump.c, lfunc.c, lgc.c, linit.c,
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liolib.c, llex.c, lmathlib.c, lmem.c,
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loadlib.c, lobject.c, lopcodes.c,
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loslib.c, lparser.c, lstate.c, lstring.c,
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lstrlib.c, ltable.c, ltablib.c, ltm.c,
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lundump.c, lutf8lib.c, lvm.c, lzio.c,
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lbitlib.c
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purpose: links into the game executable to interpret
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lua level description files, lua dungeon
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description files, and a lua quest text file.
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d) recover (optional if desired/required; some targets have recover
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functionality built into NetHack itself)
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c) Additional optional library packages/obj files as required
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lib/pdcurses/...
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from sources: addch.c, addchstr.c, addstr.c, attr.c, beep.c,
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bkgd.c, border.c, clear.c, color.c, delch.c,
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deleteln.c, getch.c, getstr.c, getyx.c,
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inch.c, inchstr.c, initscr.c, inopts.c,
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insch.c, insstr.c, instr.c, kernel.c,
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keyname.c, mouse.c, move.c, outopts.c,
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overlay.c, pad.c, panel.c, printw.c,
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refresh.c, scanw.c, scr_dump.c, scroll.c,
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slk.c, termattr.c, touch.c, util.c, window.c,
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debug.c, pdcclip.c, pdcdisp.c, pdcgetsc.c,
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pdckbd.c, pdcutil.c
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purpose: underlying curses platform support for some
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target platforms where inclusion of the
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NetHack curses window port in win/curses is
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desired
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+-------------------------+
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| B4. Case sample: msdos |
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+-------------------------+
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Cross-compiler used: Andrew Wu's djgpp cross-compiler
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Cross-compiler url: https://github.com/andrewwutw/build-djgpp
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Cross-compiler pre-built binary downloads:
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https://github.com/andrewwutw/build-djgpp/releases/download/v2.9/
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Mac OS X pre-built binary: djgpp-osx-gcc550.tar.bz2 (tested)
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Linux pre-built binary : djgpp-linux64-gcc550.tar.bz2 (tested)
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mingw pre-built binary : djgpp-mingw-gcc550-standalone.zip (untested)
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The msdos cross-compile for NetHack 3.7 uses two phases of compiles:
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Phase1 is the host-side prerequisite stuff that needs to be done first.
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Phase2 is the cross-compile pieces using the djgpp cross-compiler hosted on
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Linux, Mac OS X, or Windows mingw.
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First, on the host platform, you need to set up for a native Unix NetHack
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build in the usual way. For example, on linux:
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cd sys/unix
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sh setup.sh hints/linux
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cd ../..
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make fetch-lua
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Now, you could proceed to go ahead and issue
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make all
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to build a native NetHack at that point if you wish, but it is not needed
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for the msdos cross-compile.
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Instead, a test shell script has been put together that will next accomplish
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each of the following tasks when it is executed. The shell script can be
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invoked by:
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sh sys/msdos/msdos-cross-compile.sh
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but before you do that, please read the paragraphs below.
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The shell script is meant to accomplish the following things:
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Prep : the script downloads the djgpp cross-compiler for the host
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platform into lib/djgpp (it doesn't install anything on the
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system, nor does it need to, it just downloads them into the
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identified directories), it downloads a copy of the msdos
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dos-extender into lib/djgpp/cwsdpmi for later packaging up with
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the msdos game, and it downloads pdcurses into lib/pdcurses
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for cross-compiling during the TARGET build.
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Be certain to ensure the right products are at the url's
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identified above *before* you execute the Case sample msdos
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cross-compile script. The correct products were at those url's
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at the time this was written in Dec 2019, but we don't assume
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any responsibility for what is at those url's now or in the
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future. You need to check before executing the script.
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Phase1 : the script uses the Makefile sys/msdos/Makefile1.cross
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to complete the host-side build steps using the native gcc
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compiler for the host platform. During phase1 the host obj
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files are put in subfolder src/host_o to keep them separated
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and distinguishable from the target obj files that will be
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built in phase2.
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Phase2 : the script uses the Makefile sys/msdos/Makefile2.cross
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to complete the target-side build steps using the
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cross-compiler that was obtained during the prep step of the
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script described above. During phase2 the target obj files
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are put in src/msdos_o to keep them separated and
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distinguishable from the host obj files
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Package: the script then packages up the results that reside in
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msdos-binary into a zip file which it places in lib called
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nh370dos.zip.
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Reference in New Issue
Block a user