update Cross-compiling

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nhmall
2019-12-04 21:17:44 -05:00
parent c53beb820f
commit d35db39777

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