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https://github.com/pret/pokediamond.git
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108 lines
4.3 KiB
Markdown
108 lines
4.3 KiB
Markdown
### 1. Install MWCC compiler
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The build system requires the use of the Metrowerks C Compiler versions 2.0/sp1 and 1.2/sp2p3 to compile matching files. We cannot distribute the correct compiler here so join the PRET discord and download the pinned mwccarm.zip zip in #pokediamond and extract it to tools/. Run each of the executables so they ask for a license.dat and provide the one in the rar (it may also ask for it when compiling). This only needs to be done once.
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In the future, a GCC option will be available so MWCC is not required to build, however it is required for a matching ROM.
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### 2. Install Nitro SDK
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As with the compiler, the Nitro SDK is proprietary and cannot be distributed here. Download the "NitroSDK-3_2-060901.7z" file pinned in the PRET discord. Extract and copy the contents of tools/bin from the Nitro SDK to tools/bin in your pokediamond clone. Finally, copy include/nitro/specfiles/ARM7-TS.lcf.template into the arm7 subdirectory, and include/nitro/specfiles/ARM9-TS.lcf.template into the arm9 subdirectory.
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### 3. Dependencies
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#### Linux
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Building the ROM requires the following packages:
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* make
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* git
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* build-essentials (build-essential on Ubuntu)
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* binutils-arm-none-eabi
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* wine (to run the mwcc executables)
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* python3 (for asm preprocessor)
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* libpng-devel (libpng-dev on Ubuntu)
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NOTE: If you are using Arch/Manjaro or Void you will only need base-devel instead of build-essentials or make or git. You will still need wine.
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Currently WSL2 has an issue with mwldarm not being able to locate it's executable. Please use WSL1 or another build environment to mitigate this issue until a solution is found.
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#### Windows
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Before following the respective guides, please install devkitARM and ensure the DEVKITPRO and DEVKITARM variables are added to bashrc such that:
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Msys2:
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```console
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export DEVKITPRO=C:/devkitPro
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export DEVKITARM=${DEVKITPRO}/devkitARM
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```
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Cygwin:
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```console
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export DEVKITPRO=/cygdrive/c/devkitPro
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export DEVKITARM=${DEVKITPRO}/devkitARM
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```
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You will still require the following packages:
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* make
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* git
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* build-essentials
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* libpng-devel
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Install them using either the Cygwin package manager or using pacman on Msys2.
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**NOTE FOR MSYS2:** You will need to compile and install [libpng](https://www.libpng.org/pub/png/libpng.html) from source.
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#### macOS
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**macOS 10.14 Mojave or older is required**. macOS 10.15 Catalina is not supported due to missing support for 32-bit binaries (thus making wine emulation unfeasible). You will also require the following packages:
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* GNU make
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* LLVM 8 clang compiler
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* gcc@5 (for mwasmarm_patcher)
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* arm-gcc-bin
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* git
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* libpng
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* wine-stable and xquartz dependency
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They can be installed with the following commands:
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```console
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$ brew tap osx-cross/homebrew-arm
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$ brew tap homebrew/cask-versions
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$ brew install make llvm@8 gcc@5 arm-gcc-bin libpng git
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$ brew install --cask xquartz
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$ brew install --cask --no-quarantine wine-stable
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```
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### 4. Build ROM
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Run `make` to build the ROM. The ROM will be output as `build/diamond.us/pokediamond.us.nds`
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To build Pokemon Pearl, run `make pearl`. You do not need to clean your working tree in between compiling. Pokemon Pearl will be built as `build/pearl.us/pokepearl.us.nds`.
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#### Windows
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If you get an error in saving configuration settings when specifying the license file, you need to add a system environment variable called LM_LICENSE_FILE and point it to the license.dat file. Alternatively, run mwccarm.exe from an Administrator command prompt, PowerShell, or WSL session.
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#### Docker
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If you find issues building the ROMs with the above methods, you can try the Docker-specific build script. It will build an Alpine-based Docker image with the system requirements above, and run the `make` scripts (any specified parameter will be passed to the `make` command):
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```console
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$ make clean
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$ ./contrib/docker/build_docker.sh # build pokediamond
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$ ./contrib/docker/build_docker.sh pearl # build pokepearl
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```
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Note: Docker may not run at a full performance if its underlying Linux kernel is being virtualized (mainly Windows and macOS hosts).
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#### macOS
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To avoid issues run the build as shown below. This avoids issues with missing features (i.e. "introduced in macOS 10.15" errors) and Apple's make not following standards.
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```console
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$ export PATH=/usr/local/opt/llvm@8/bin:$PATH CC=clang CXX=clang++
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$ gmake
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```
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