Add Wii U compilation instructions to readme

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Clownacy 2020-04-15 02:38:38 +01:00
parent d9f62453a6
commit 3a72dd6bee

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@ -38,8 +38,8 @@ Many months of copypasting and tinkering later, here is the result.
## Dependencies ## Dependencies
* SDL2 * SDL2 (if `BACKEND_AUDIO` or `BACKEND_PLATFORM` are set to `SDL2`)
* GLFW3 * GLFW3 (if `BACKEND_PLATFORM` is set to `GLFW3`)
* FreeType * FreeType
If these are not found, they will be built locally. If these are not found, they will be built locally.
@ -97,6 +97,43 @@ If you're a Visual Studio user, you can open the generated `CSE2.sln` file inste
Once built, the executables can be found in the `game_english`/`game_japanese` folder, depending on the selected language. Once built, the executables can be found in the `game_english`/`game_japanese` folder, depending on the selected language.
### Building for the Wii U
To target the Wii U, you'll need devkitPro, and WUT.
First, add the devkitPPC tools directory to your PATH (because WUT's CMake support is broken, as of writing):
```
PATH=$PATH:$DEVKITPPC/bin
```
Then, generate the build files with this command:
```
cmake -B buildwiiu -DCMAKE_BUILD_TYPE=Release -DFORCE_LOCAL_LIBS=ON -DBACKEND_PLATFORM=WiiU -DBACKEND_RENDERER=Software -DBACKEND_AUDIO=Null -DBUILD_DOCONFIG=OFF -DCMAKE_TOOLCHAIN_FILE=$DEVKITPRO/wut/share/wut.toolchain.cmake
```
Finally, build the game with this command:
```
cmake --build buildwiiu
```
This will build a binary, but you still need to convert it to an `.rpx` file that can be ran on your Wii U.
First, we need to strip the binary:
```
powerpc-eabi-strip -g game_english/CSE2
```
Then, we convert it to an `.rpx`:
```
elf2rpl game_english/CSE2 game_english/CSE2.rpx
```
`game_english/CSE2.rpx` is now ready to be ran on your Wii U. This port expects the data folder to be in a folder called `CSE2` on the root of your SD card.
## Licensing ## Licensing
Being a decompilation, the majority of the code in this project belongs to Daisuke "Pixel" Amaya - not us. We've yet to agree on a licence for our own code. Being a decompilation, the majority of the code in this project belongs to Daisuke "Pixel" Amaya - not us. We've yet to agree on a licence for our own code.