mirror of https://github.com/AxioDL/metaforce.git
110 lines
3.8 KiB
Markdown
110 lines
3.8 KiB
Markdown
## URDE
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**Status:** In-Game with 0-00 (v1.088) only
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**Official Discord Channel:** https://discord.gg/AMBVFuf
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![URDE screenshot](assets/urde-screen1.png)
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### Download
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Precompiled builds of the command-line extraction utility (`hecl`) with embedded dataspec libraries are available at https://releases.axiodl.com. This will give you intermediate dumps of original formats as *blender* and *yaml* representations.
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Everything else is much too experimental to make portable/stable release builds (for now)
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### Platform Support
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* Windows 7+ (64-bit support only)
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* macOS 10.11+ (10.15+ / Xcode 11.5+ to build)
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* Linux
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* Arch is known to function with [`glx` vendor setup instructions](https://wiki.archlinux.org/index.php/Category:Graphics) *(main development/testing OS)*
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* **[WIP]** Vulkan loader detection is also integrated into the cmake for Linux
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* **[Coming Soon]** FreeBSD
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* Much multimedia functionality is in place, but not fully tested
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### Usage
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* Extract ISO: `hecl extract [path].iso -o mp1`
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* `mp1` can be substituted with the directory name of your choice
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* Repackage game for URDE: `cd mp1; hecl package`
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* Run URDE: `urde mp1/out`
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#### URDE options (non-exhaustive)
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* `-l`: Enable console logging
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* `--warp [worldid] [areaid]`: Warp to a specific world/area. Example: `--warp 2 2`
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* `+developer=1`: Enable developer console
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### Build Prerequisites:
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* [CMake 3.13+](https://cmake.org)
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* Windows: Install `CMake Tools` in Visual Studio
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* macOS: `brew install cmake`
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* [Python 3+](https://python.org)
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* Windows: [Microsoft Store](https://go.microsoft.com/fwlink?linkID=2082640)
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* Verify it's added to `%PATH%` by typing `python` in `cmd`.
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* macOS: `brew install python@3`
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* LLVM development package *(headers and libs)*
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* [Specialized Windows Package](https://axiodl.com/files/LLVM-9.0.1-win64.exe)
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* macOS: `brew install --force-bottle llvm`
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* **[Windows]** [Visual Studio 2019 Community](https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx)
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* Select `C++ Development` and verify the following packages are included:
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* `Windows 10 SDK`
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* `CMake Tools`
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* `C++ Clang Compiler`
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* `C++ Clang-cl`
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* **[macOS]** [Xcode 1.15+](https://developer.apple.com/xcode/download/)
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* **[Linux]** recent development packages of `udev`, `x11`, `xcb`, `xinput`, `glx`, `asound`
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### Prep Directions
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```sh
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git clone --recursive https://github.com/AxioDL/urde.git
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mkdir urde-build
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cd urde-build
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```
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### Build Directions
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#### ninja
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```sh
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cmake -DCMAKE_BUILD_TYPE=Debug -G Ninja ../urde
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ninja
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```
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#### CMake options
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- Build release optimized (better runtime performance): `-DCMAKE_BUILD_TYPE=Release`
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- Use clang+lld (faster linking): `-DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++`
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- Optimize for current CPU (resulting binaries are not portable): `-DURDE_VECTOR_ISA=native`
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#### CLion
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*(main development / debugging IDE)*
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Open the repository's `CMakeLists.txt`.
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Configure CMake options via `File` > `Settings` > `Build, Execution, Deployment` > `CMake`.
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It's recommended to create a new `Toolchain` with `clang`/`clang++` and configure the CMake profiles to use it.
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#### Qt Creator
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Open the repository's `CMakeLists.txt` via File > Open File or Project.
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Configure the desired CMake targets to build in the *Projects* area of the IDE.
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Build / Debug / Run on Windows, macOS and Linux in a unified way.
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#### Visual Studio
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Verify all required VS packages are installed from the above **Build Prerequisites** section.
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Open the `urde` directory in Visual Studio (automatically imports CMake configuration).
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Follow [these instructions to use clang-cl](https://docs.microsoft.com/en-us/cpp/build/clang-support-cmake?view=vs-2019).
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The build will **not** work with the normal VS compiler!
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#### Xcode
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```sh
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cmake -G Xcode -DCMAKE_BUILD_TYPE=Debug ../urde
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```
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Then open `urde.xcodeproj`
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