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Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port
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@@ -35,7 +35,7 @@ There are minor graphics- and gameplay-related issues, and possibly occasional c
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* in practice the game will have issues running faster than ~165 FPS, so use VSync or `Video.FramerateLimit` to cap it.
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* emulate the Transfer Pak functionality the game has on the Nintendo 64 to unlock some cheats automatically.
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The following platforms are officially supported and tested:
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**The following platforms are officially supported and tested:**
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* Windows 7+: i686, x86_64
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* Linux: i686, x86_64
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* MacOS: x86_64 (OS 10.9+), arm64 (OS 11.0+)
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@@ -68,6 +68,8 @@ If you want to use a PAL or JPN ROM instead, put them into the `data` directory
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Optionally, you can also put your Perfect Dark for GameBoy Color ROM named `pd.gbc` in the `data` directory if you want to emulate having the Nintendo 64's Transfer Pak and unlock some cheats automatically.
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Optionally, you can move the data folder to `~/.local/share/perfectdark` on Linux or `~/Library/Application Support/perfectdark` on MacOS.
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Additional information can be found in the [wiki](https://github.com/fgsfdsfgs/perfect_dark/wiki).
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A GPU supporting OpenGL 3.0/ES3.0 or above is required to run the port.
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@@ -136,6 +138,32 @@ Controls can be rebound in `pd.ini`. Default control scheme is as follows:
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4. Run `cmake --build build -j4`.
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5. The resulting executable will be at `build/pd.<arch>` (for example `build/pd.x86_64`).
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### MacOS
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1. Set up Homebrew.
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2. Install dependencies:
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* Execute command: `brew install cmake gcc python3 zlib git`
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3. Install SDL2:
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* Execute commands:
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```
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wget http://libsdl.org/release/SDL2-2.30.9.dmg -O SDL2.dmg
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hdiutil mount SDL2.dmg
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sudo cp -vr /Volumes/SDL2/SDL2.framework /Library/Frameworks
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hdiutil detach /Volumes/SDL2
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```
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* This installs SDL2 system-wide and this is how the automatic builds are done. The game will also look for it in the executable path, so you could
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download it locally instead.
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4. Get the source code:
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`git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark`
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5. Configure:
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* Execute command: `cmake -G"Unix Makefiles" -Bbuild -DCMAKE_OSX_ARCHITECTURES=x86_64 .`
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* Replace `x86_64` with `arm64` if building for an ARM64 Mac.
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* Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively.
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6. Build:
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* Execute command: `cmake --build build --target pd -j4 --clean-first`
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7. The resulting executable will be at `build/pd.<arch>` (for example `build/pd.x86_64`).
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* You might need to execute `chmod +x build/pd.x86-64` before you can run it.
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### Nintendo Switch
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1. Set up the [devkitA64 environment](https://devkitpro.org/wiki/Getting_Started).
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@@ -151,15 +179,17 @@ Controls can be rebound in `pd.ini`. Default control scheme is as follows:
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dkp-pacman -S devkitA64 libnx switch-zlib switch-sdl2 switch-cmake dkp-toolchain-vars
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```
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* If in MSYS2 or `dkp-pacman` doesn't work, replace it with just `pacman`.
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4. Ensure devkitA64 environment variables are set:
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4. Get the source code:
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`git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark`
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5. Ensure devkitA64 environment variables are set:
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* Execute command: `source /opt/devkitpro/switchvars.sh`
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* If your `$DEVKITPRO` path is different, substitute that instead or set the variables manually.
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5. Configure:
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6. Configure:
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* Execute command: `aarch64-none-elf-cmake -G"Unix Makefiles" -Bbuild .`
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* Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively.
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6. Build:
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7. Build:
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* Execute command: `make -C build -j4`
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7. The resulting executable will be at `build/pd.arm64.nro`.
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8. The resulting executable will be at `build/pd.arm64.nro`.
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### Notes
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