2015-02-08 06:34:04 +00:00
|
|
|
First, an introduction is in order:
|
|
|
|
|
|
|
|
Hi, I'm iKarith, and probably you don't know me. :) I'm not really part of
|
|
|
|
any "scene" or anything. Long story short, I wanted to build a stand-alone
|
|
|
|
emulator-based box for my fiancée and thought RetroArch might give her
|
|
|
|
something clean, seamless, and foolproof once I set it up. And as some of
|
|
|
|
you who haven't been big fans of RetroArch may guess, that wasn't easy.
|
|
|
|
|
|
|
|
Two choices existed: Complain, or fix it. I chose to fix it. And when I
|
|
|
|
found out where things were headed for RetroArch, I decided to first see about
|
|
|
|
improving its build process.
|
|
|
|
|
|
|
|
To that end, this file and the files in the repo with "iKarith" in the name
|
|
|
|
were created. They're temporary and will go away once this project's done.
|
|
|
|
This file in particular explains what I'm doing and why. So read on if that
|
|
|
|
stuff interests you. :)
|
|
|
|
|
|
|
|
iKarith, 2015-02-07
|
|
|
|
|
2015-02-08 10:12:13 +00:00
|
|
|
## History
|
2015-02-08 06:34:04 +00:00
|
|
|
|
2015-02-08 12:33:19 +00:00
|
|
|
2015-02-08.1: Extensive rewrite of future direction portions
|
2015-02-08 10:12:13 +00:00
|
|
|
2015-02-08.0: Added discussion of dependencies
|
|
|
|
2015-02-07.1: Changed heading levels
|
|
|
|
2015-02-07.0: initial writing
|
|
|
|
|
|
|
|
## Some philosophy
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
Libretro should be an API, not a project. You might want to argue with me as
|
|
|
|
to whether or not that's true. And you might be surprised to find me agree
|
|
|
|
that as of today, it *is* a project and not an API. But that model is IMO not
|
|
|
|
infinitely sustainable. You can't just fork every open source game project
|
|
|
|
out there.
|
|
|
|
|
|
|
|
You can't even do that with all the emulators. And even if you could, it'd be
|
|
|
|
a nightmare trying to compile them all, let alone maintain them. And it's
|
|
|
|
just not realistic to hand a user a dozen SNES emulators with no explanation
|
|
|
|
of what's what and expect them to know what to do with them all, especially
|
|
|
|
since there are multiple versions of some of them. Now multiply that by all
|
|
|
|
of the systems and all of the emulator engines and all of the versions of some
|
|
|
|
of them that exist. It just does not scale.
|
|
|
|
|
|
|
|
|
2015-02-08 10:12:13 +00:00
|
|
|
### The technical problem
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
Leaving aside the philosophical direction of where libretro is headed for a
|
|
|
|
moment, its build scripts don't really function well for where the project is
|
|
|
|
at today, let alone in the future when it's "not really a project" anymore.
|
|
|
|
|
|
|
|
You see, libretro does not have one build script. In fact, it doesn't even
|
|
|
|
have one build script per target platform. No, there's the combination of
|
|
|
|
libretro-fetch.sh, libretro-build.sh, and retroarch-build.sh and their
|
|
|
|
included subscript dependencies. In addition, there's about a dozen or so
|
|
|
|
platform-specific build scripts which have some overlap with the main scripts
|
|
|
|
and (inconsistently) use their dependent subscripts. In addition, there's a
|
|
|
|
handful of XCode projects for Mac OS X which are intended to be backward
|
|
|
|
compatible with old versions of the OS but aren't. And there's a whole
|
|
|
|
additional set of build scripts replacing most of these almost in their
|
|
|
|
entirety written for the buildbot. And then there's the Makefiles which
|
|
|
|
are often just as much of a mess (but a separate problem…)
|
|
|
|
|
|
|
|
This is why the iKarith-\*.sh scripts. If you touch any of the mainline
|
|
|
|
scripts to do what we need to do, you *will* break something. In fact, I
|
|
|
|
happen to know that most of the scripts need a (fairly trivial) patch as it
|
|
|
|
is. Mea culpa for introducing the need, but those scripts that don't get
|
|
|
|
patched before I get to them are the ones I can assume may have suffered other
|
|
|
|
forms of bit rot and will require additional care/testing.
|
|
|
|
|
|
|
|
|
2015-02-08 10:12:13 +00:00
|
|
|
### The Political Problem?
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
As I said, I don't really know anybody. So I can't pretend to understand all
|
|
|
|
of the issues involved with devs in the various "scenes" in question. I know
|
|
|
|
some people feel that they should retain control of their projects. I have
|
|
|
|
seen someone accuse libretro of trying to "steal" other projects to improve
|
|
|
|
their own. There are probably other issues, some of them personal, and I just
|
|
|
|
don't know them. And I don't need to, honestly.
|
|
|
|
|
|
|
|
What I can say is that what I have in mind for the new build system makes
|
|
|
|
libretro-super function kind of like Debian/Ubuntu's package system. You give
|
|
|
|
it the equivalent of an apt sources.list entry and it should be able to
|
|
|
|
download your project from your site, build it for your system, package it,
|
|
|
|
and possibly even give you the means to upload it to a repository.
|
|
|
|
|
|
|
|
My own future interests involve building a standalone libretro player for a
|
|
|
|
single project so that you can build something that targets the API and
|
|
|
|
distribute it as a stand-alone game, and a small version of SDL that's built
|
|
|
|
for libretro so that SDL-based games could be compiled for use on lakka.TV
|
|
|
|
down the line. Remember what I said I originally wanted to accomplish?
|
|
|
|
|
|
|
|
I don't know if any of this stuff will help or hinder resolution of any
|
|
|
|
outstanding issues between anyone. I'm just here to make cool stuff easy
|
|
|
|
enough for my fiancée to use it, remember? :)
|
|
|
|
|
|
|
|
|
2015-02-08 10:12:13 +00:00
|
|
|
## Dependencies
|
|
|
|
|
|
|
|
For all the discussion of "no external dependencies", libretro and the stuff
|
|
|
|
ported to it have a lot of them. That's unavoidable, actually. To simplify
|
|
|
|
the argument, let's presume a GNU/Linux build environment. You can't compile
|
|
|
|
anything without a compiler and binutils. And the only way you're going to
|
|
|
|
compile large batches of code is a dependency on make. Those are obvious.
|
|
|
|
|
|
|
|
|
|
|
|
### The less obvious dependencies
|
|
|
|
|
|
|
|
Continuing with our Linux example, all make does is give you a way to specify
|
|
|
|
what commands are required to create/update a file, and what files it is
|
|
|
|
created from. From there, the commands are executed in a shell, which
|
|
|
|
introduces a dependency on the shell, but also the shell commands. Things
|
|
|
|
like echo and cp are not traditionally "builtins", but rather external
|
|
|
|
programs that were traditionally smaller than the ELF header required to tell
|
|
|
|
Linux how to run them. (And old enough versions of Linux didn't use ELF…)
|
|
|
|
|
|
|
|
By this point you've got literally 500MB of dependencies on a modern Linux
|
|
|
|
system. You could argue that some of that is irrelevant because classically
|
|
|
|
all of the above fit into 50MB on a Linux system dating back to a 1.x kernel
|
|
|
|
and the fact that the dependencies have bloated so much (largely for UTF-8,
|
|
|
|
translation, internationalization, etc.) isn't our problem. That's fair
|
|
|
|
enough, but we still have a minimum of 50MB of build dependencies on Linux.
|
|
|
|
|
|
|
|
Add the build scripts in there and you add dependencies on git (which means
|
|
|
|
also perl and possibly python though nothing we do requires anything that uses
|
|
|
|
python until you try to build mame at least) and explicitly on bash. I'm
|
|
|
|
pretty sure our current build scripts will run on bash 2.05 at least, but most
|
|
|
|
folks assume bash 4 is available on all systems these days. (It's not—the Mac
|
|
|
|
still comes with bash 3.)
|
|
|
|
|
|
|
|
If we remove the bash dependency, we could claim a POSIX environment as a
|
|
|
|
build dependency, but notably some platforms are not and do not even pretend
|
|
|
|
to be POSIX, such as that little insignificant OS called Windows. You could
|
|
|
|
install MSYS (or more likely MSYS2) to try and fake it at the shell script
|
|
|
|
level, but MSYS2 is one *significant* dependency.
|
|
|
|
|
|
|
|
This is why autoconf exists. It's also why autoconf is the gigantic mess
|
|
|
|
(both in terms of size and ugly complexity) that it is: It cannot assume a
|
|
|
|
fully POSIX system, and the POSIX standard is pretty dated anyway. It has to
|
|
|
|
figure out all of the quirks of UNIX-style (and non-UNIX) systems running on 8
|
|
|
|
bit processors that haven't been updated in 35 years or more.
|
|
|
|
|
|
|
|
|
|
|
|
### So, what's your point?
|
|
|
|
|
|
|
|
The point is that we cannot say that we have no, or even few build
|
|
|
|
dependencies. And at present, the ones we do have are not declared. Fixing
|
|
|
|
this can be done in three ways, two of which aren't really worthwhile:
|
|
|
|
|
|
|
|
1. We can use autoconf. In addition to all the reasons why this idea just
|
|
|
|
sucks, the fact is that it won't solve our problem anyway because some
|
|
|
|
cores have build dependencies, even if they should be free of external
|
|
|
|
runtime dependencies. Not only that, we cannot easily predict if down the
|
|
|
|
line you want to use libretro-super to build a core out of a mercurial or
|
|
|
|
subversion repository.
|
|
|
|
|
|
|
|
2. We could try to reinvent autoconf for our purposes. This has the advantage
|
|
|
|
that we could build a system that accommodates our build system's needs and
|
|
|
|
also provides a means for cores to declare additional build dependencies if
|
|
|
|
they need them. It has the obvious disadvantage that no attempt to replace
|
|
|
|
autoconf has ever really been successful for a reason. Either you have to
|
|
|
|
introduce an external dependency (as cmake did) or you have to mix a bunch
|
|
|
|
of 1970s-era script syntaxes like autoconf does because they're the only
|
|
|
|
ones you can guarantee are installed everywhere.
|
|
|
|
|
|
|
|
3. We can simply state our dependencies from the outset and expect the user of
|
|
|
|
libretro-super to meet them. We may have to jump through a few hoops to
|
|
|
|
deal with where things are installed. For example, our scripts might be
|
|
|
|
best run using the same /usr/bin/env tactic used by Python developers to
|
2015-02-08 12:33:19 +00:00
|
|
|
avoid hard-coding a path that isn't portable. I'm told that the byuu, the
|
|
|
|
primary developer behind bsnes/higan, has a philosophy of not limiting
|
|
|
|
himself to legacy cruft when something better exists. To the extent that
|
|
|
|
is actually a reasonable thing to do, it's not a bad idea.
|
2015-02-08 10:12:13 +00:00
|
|
|
|
|
|
|
This doesn't solve the core build dependency issue by itself, but it does
|
|
|
|
assure that if the libretro-super user has installed the prerequisites for
|
|
|
|
using libretro-super, we CAN solve that problem without resorting to the
|
|
|
|
kind of abomination that is autoconf.
|
|
|
|
|
|
|
|
Obviously I see but one choice here. However care needs to be exercised still
|
|
|
|
to ensure that our libretro-super dependencies are in fact __reasonable__. I
|
|
|
|
would love to be able to take advantage of modern versions of bash, for
|
|
|
|
example, but Mac OS X users don't have it unless they installed it themselves.
|
|
|
|
It's not even guaranteed with MacPorts or Fink installed, so it's a different
|
|
|
|
issue than on Windows where people are going to have to install something no
|
|
|
|
matter what we use.
|
|
|
|
|
2015-02-08 12:33:19 +00:00
|
|
|
(Yes, I know bash 3 is ancient, but MacPorts and Fink both get along with it
|
|
|
|
just fine, and only bash scripters really ever notice the difference. If you
|
|
|
|
want to convince Twinaphex that it's a reasonable dependency, I'll join you in
|
|
|
|
doing so—but if it isn't packaged for PowerPC 10.5 systems, he's going to veto
|
|
|
|
the idea from the start and so will I. Yes, RetroArch doesn't currently build
|
|
|
|
on 10.5 systems. If I can reasonably correct that at some point, I will. No,
|
|
|
|
10.4 and older isn't necessary.)
|
|
|
|
|
2015-02-08 10:12:13 +00:00
|
|
|
|
|
|
|
## The solution so far
|
2015-02-08 06:34:04 +00:00
|
|
|
|
2015-02-08 12:33:19 +00:00
|
|
|
To begin, let's discuss the proof of concept I wrote before even beginning
|
|
|
|
this README. We can decide where it goes from there afterward. We'll be
|
|
|
|
using the incredibly simple 2048 project as a working example, I like it
|
|
|
|
because it's as close to a fully functional "hello world" for libretro as I
|
|
|
|
can imagine. Presently it fetches and compiles with these rules:
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
```bash
|
|
|
|
fetch_libretro_2048() {
|
|
|
|
fetch_git "$REPO_BASE/libretro/libretro-2048.git" "libretro-2048" "libretro/2048"
|
|
|
|
}
|
|
|
|
|
|
|
|
build_libretro_2048() {
|
|
|
|
build_libretro_generic_makefile "2048" "." "Makefile.libretro" ${FORMAT_COMPILER_TARGET}
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
2015-02-08 12:33:19 +00:00
|
|
|
Okay, so I turned that into a pile of shell variables:
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
```bash
|
|
|
|
core_2048_dir="libretro-2048"
|
|
|
|
core_2048_fetch=fetch_git
|
|
|
|
core_2048_source="$REPO_BASE/libretro/libretro-2048.git"
|
|
|
|
core_2048_build_rule=build_libretro_generic_makefile_s
|
|
|
|
core_2048_makefile="Makefile.libretro"
|
|
|
|
core_2048_other_args="$FORMAT_COMPILER_TARGET"
|
|
|
|
```
|
|
|
|
|
2015-02-08 12:33:19 +00:00
|
|
|
There's no need for $REPO_BASE for "write access" using github, and github
|
|
|
|
actually recommends everyone use https anyway. (They've flip-flopped on this
|
|
|
|
a few times over the years.)
|
|
|
|
|
|
|
|
The first real change here is build_libretro_generic_makefile_s, a version of
|
|
|
|
the build_libretro_generic_makefile rule written to use a set of shell
|
|
|
|
variables instead of positional parameters. You'll notice there's no variable
|
|
|
|
for subdir defined because no subdir is needed and therefore the rule doesn't
|
|
|
|
use one.
|
2015-02-08 06:34:04 +00:00
|
|
|
|
2015-02-08 12:33:19 +00:00
|
|
|
The fetch and build rules could be implicit as well since those would be the
|
|
|
|
defaults. Actually, the only things 2048 uses that cannot be implicit
|
|
|
|
defaults are obviously the source repository and its use of something other
|
|
|
|
than ``makefile`` or ``Makefile``.
|
|
|
|
|
|
|
|
This proof of concept uses shell variables, but it could just as easily have
|
|
|
|
used an ini file format like so:
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
```ini
|
|
|
|
[2048]
|
|
|
|
source = "https://github.com/libretro/libretro-2048.git"
|
|
|
|
makefile = "Makefile.libretro"
|
|
|
|
```
|
|
|
|
|
2015-02-08 12:33:19 +00:00
|
|
|
or an RFC-822 style format ala Debian Packages files:
|
|
|
|
|
|
|
|
```
|
|
|
|
Core: 2048
|
|
|
|
Source: https://github.com/libretro/libretro-2048.git
|
|
|
|
Makefile: Makefile.libretro
|
|
|
|
```
|
|
|
|
|
|
|
|
or even possibly in the .info file:
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
```ini
|
|
|
|
display_name = "2048"
|
|
|
|
authors = "Gabriele Cirulli"
|
|
|
|
supported_extensions = ""
|
|
|
|
corename = "2048"
|
|
|
|
categories = "Game"
|
|
|
|
systemname = "2048 game clone"
|
|
|
|
license = "GPLv3"
|
|
|
|
permissions = ""
|
|
|
|
display_version = "1.0"
|
|
|
|
supports_no_game = "true"
|
|
|
|
source = "https://github.com/libretro/libretro-2048.git"
|
|
|
|
makefile = "Makefile.libretro"
|
|
|
|
```
|
|
|
|
|
2015-02-08 12:33:19 +00:00
|
|
|
I like the notion of the second option actually even better than the third.
|
|
|
|
I'll explain why when I get to XXX
|
|
|
|
|
|
|
|
|
|
|
|
## Where to go from here
|
|
|
|
|
|
|
|
We need a better replacement for $platform and $FORMAT_COMPILER_TARGET and its
|
|
|
|
often identical $FORMAT_COMPILER_TARGET_ALT. I dunno about you, but my
|
|
|
|
primary workstation has three compiler suites installed that can collectively
|
|
|
|
generate code for two platforms and eight major processor architectures. I
|
|
|
|
can currently run two of the processor architectures, compiled for either of
|
|
|
|
the two platforms. I used to have a computer that could run three other
|
|
|
|
architectures on one of those platforms, but no longer do. I have a Mac, and
|
|
|
|
as far as libretro is concerned a present, that's all grossly oversimplified
|
|
|
|
to just "osx". WTF! That's gotta be fixed.
|
|
|
|
|
|
|
|
Next, as already noted there's some confusion outside of libretro circles
|
|
|
|
about the scope of libretro, namely that it is intended to be first and
|
|
|
|
foremost an API to be implemented by programs called "players" and packages
|
|
|
|
called "cores". If libretro-super is supposed to be an easy way to build
|
|
|
|
these things, then players and cores need to simply be definitions that you
|
|
|
|
can drop in to libretro-super and use, regardless of where they come from.
|
|
|
|
|
|
|
|
|
|
|
|
### A better platform designation
|
|
|
|
|
|
|
|
Currently the CPU you're building for is stored in the variable ARCH. The
|
|
|
|
platform may be specified in a couple of different formats in the $platform
|
|
|
|
variable, and $FORMAT_COMPILER_TARGET and $FORMAT_COMPILER_TARGET_ALT in a
|
|
|
|
canonical format. But as I said on my Mac will all its build possibilities
|
|
|
|
they all boil down to "osx". At the very least, a platform designation should
|
|
|
|
be specified as a canonical pairing of an OS target and an architecture
|
|
|
|
target. An evolution from what we have now would be to call my system
|
|
|
|
``MacOSX-x86_64``. Other valid architectures for Mac OS X are i386, ppc,
|
|
|
|
ppc64, and ppc970. (For those who don't know, ppc970 is compatible with ppc64
|
|
|
|
code, but not the other way around, though I don't know how important 64 bit
|
|
|
|
CPU support is on those G5 Macs with their typical RAM constraints.)
|
|
|
|
|
|
|
|
The best way would be to determine which compilers were available for a given
|
|
|
|
language and how to invoke them. At least on my system Clang and one of the
|
|
|
|
gcc's should be picked up for C, C++, and Obj-C for pretty much every
|
|
|
|
standard. And these would be defined for my current platform target of
|
|
|
|
MacOSX-x86_64.
|
|
|
|
|
|
|
|
But it shouldn't stop there. On all modern x86_64 systems, it is possible to
|
|
|
|
compile an (usually) run iX86 code. Our build system should determine if you
|
|
|
|
have the ability to do it and give you the option of doing so instead of or
|
|
|
|
addition to the x86_64 option. Users don't need that, but developers do.
|
|
|
|
|
|
|
|
Likewise for PowerPC and ARM architectures, there might be more than one CPU
|
|
|
|
target possible.
|
|
|
|
|
|
|
|
Mac OS X and iOS introduce another spanner in the works in that they support
|
|
|
|
compiling these multiple targets and joining them together using a tool called
|
|
|
|
lipo. The compiler will do this for you in most cases. Basically if any
|
|
|
|
CPU-specific features are determined by reading system headers or
|
|
|
|
compiler-defined variables, you just specify -arch i386 -arch x86_64 on the
|
|
|
|
compiler and linker command lines and you get both in one library/program. If
|
|
|
|
you're hard-coding things like whether to use 32 or 64 bit structures on the
|
|
|
|
command line \*cough\*mupen64plus\*cough\*, you're going to have to build it
|
|
|
|
twice and use lipo or better yet, patch the code to figure out these
|
|
|
|
structural differences from the compile environment provided.
|
|
|
|
|
|
|
|
We have some support for fat binaries on OS X currently, but it's a proof of
|
|
|
|
concept only that illustrates the limitations of our current build scripts
|
|
|
|
more than anything.
|
|
|
|
|
|
|
|
|
|
|
|
### Packages files
|
|
|
|
|
|
|
|
If libretro-super is going to be just a build environment for things built
|
|
|
|
around the libretro API in a highly scalable fashion, we need a way for people
|
|
|
|
to drop in their own fetch and build methods, as well as package rules for
|
|
|
|
players and cores.
|
|
|
|
|
|
|
|
Let's say the SuperTux developers port their game to libretro. Pretty sweet
|
|
|
|
right? In order to build this using libretro-super, you'd need a set of build
|
|
|
|
rules for it. The SuperTux folks could provide you with a URL for a packages
|
|
|
|
file which you could either download and drop into libretro-super yourself, or
|
|
|
|
you could give the URL to libretro-super and let it download it for you.
|
|
|
|
(Dependency on either wget or curl there—everybody has at least one or the
|
|
|
|
other though so that's fine.)
|
|
|
|
|
|
|
|
If you do let libretro-super download it for you, it could periodically check
|
|
|
|
to see if it has changed and update it if needed. Think apt-add-repository
|
|
|
|
from Ubuntu. Key signing and verification is not yet planned, but if you can
|
|
|
|
come up with an intelligent and minimalistic way to do it, I'm interested. :)
|
|
|
|
|
|
|
|
|
|
|
|
### Actions and targets
|
|
|
|
|
|
|
|
At this point, libretro is a __MASSIVE__ project, which is kind of impressive
|
|
|
|
for something that's not really supposed to be a project at all. There are
|
|
|
|
something approaching 70 individual cores including three versions of MAME,
|
|
|
|
three versions of standalone bSNES, and more. Users do not need all of that.
|
|
|
|
The average developer doesn't even need all of that. The only people who do
|
|
|
|
are the people running the buildbots that package all of the stuff that is
|
|
|
|
currently maintained by libretro developers.
|
|
|
|
|
|
|
|
The whole reason libretro-super exists is to give libretro developers an easy
|
|
|
|
way to build all of that stuff at once as it changes. And the only people who
|
|
|
|
need to rebuild all of it from scratch are people like me who are working on
|
|
|
|
build system scripts.
|
|
|
|
|
|
|
|
If libretro-super is going to be the standard reference build environment used
|
|
|
|
for libretro cores and (perhaps also) players, not only does it need modular
|
|
|
|
build targets and rules, it needs to be configurable as to what it will do,
|
|
|
|
and what it will do it to.
|
|
|
|
|
|
|
|
The average end user only needs to fetch and build the cores they want. They
|
|
|
|
might also want those cores installed into their player. That needs to be
|
|
|
|
possible.
|
|
|
|
|
|
|
|
Buildbots need to fetch anything that has changed and then clean, build,
|
|
|
|
package, and release it. For every supported platform. That needs to be
|
|
|
|
possible. :)
|
|
|
|
|
|
|
|
Developers working on any package (core or player) built using libretro-super
|
|
|
|
need to be able to run individual commands to perform individual tasks on a
|
|
|
|
particular package or group of packages. That too needs to be possible.
|
|
|
|
|
|
|
|
Finally it is possible somewhere along the line that libretro-super might
|
|
|
|
itself be packaged and the only people running it out of a git repository will
|
|
|
|
be those choosing to do so. Everyone else will have it installed somewhere on
|
|
|
|
their system. The commands need to work outside of the libretro-super
|
|
|
|
directory, and the build system needs to be able to find anything currently
|
|
|
|
just tossed into the libretro-super directory if it has been installed onto
|
|
|
|
your system. I won't say that this needs to be possible because to some
|
|
|
|
limited extent, it already is. :)
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
|
2015-02-08 10:12:13 +00:00
|
|
|
### External sources
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
This stuff is still a work in progress in my head (even more than compiler
|
|
|
|
profiles by target), but here we go.
|
|
|
|
|
|
|
|
Let's say the [SuperTux](http://supertux.lethargik.org/) project wants to
|
|
|
|
target libretro. Awesome, right? All they would have to do is publish a link
|
|
|
|
somewhere. I'll make one up for the purpose of running:
|
|
|
|
|
|
|
|
```bash
|
|
|
|
./libretro-super.sh add-repo http://supertux.lethargik.org/libretro
|
|
|
|
```
|
|
|
|
|
|
|
|
Update the repo list to make sure I have the build rules and I should be able
|
|
|
|
to just do something like this:
|
|
|
|
|
|
|
|
```bash
|
|
|
|
./libretro-super.sh auto-package supertux/SuperTux
|
|
|
|
```
|
|
|
|
|
|
|
|
This would perform all steps to build a packaged version of SuperTux for my
|
|
|
|
system, which in this case requires a full fetch, build, and package.
|
|
|
|
|
|
|
|
The package likely named ``supertux_libretro_MacOSX-x86_64.zip`` would
|
|
|
|
contain:
|
|
|
|
|
|
|
|
```
|
|
|
|
supertux_libretro.dylib
|
|
|
|
supertux_libretro.info
|
|
|
|
COPYING_v3.txt
|
|
|
|
README-libretro.txt
|
|
|
|
```
|
|
|
|
|
|
|
|
The file README-libretro.txt would be a simple blurb that this version of the
|
|
|
|
game is built as a plugin for a libretro player and directs you to the
|
|
|
|
SuperTux website and to information about what a libretro player is and where
|
|
|
|
you'd find one.
|
|
|
|
|
|
|
|
You'll note I adopt the Windows and frankly everything but CLI UNIX convention
|
|
|
|
of adding an extension to COPYING. I also chose to give it a version
|
|
|
|
designation.
|
|
|
|
|
|
|
|
|
2015-02-08 10:12:13 +00:00
|
|
|
## Porting features
|
2015-02-08 06:34:04 +00:00
|
|
|
|
|
|
|
Porting features from the iKarith scripts to the standard scripts is fine,
|
|
|
|
indeed it's welcome. Just keep in mind that while it's possible to do, you
|
|
|
|
really need to test everything you can if you do. At the very least, make
|
|
|
|
sure that you test Linux, Windows, and OS X if possible. You might also want
|
|
|
|
to check with radius as to whether or not your changes will break his
|
|
|
|
buildbot.
|
|
|
|
|
|
|
|
That's about all I can think of for now. This file will see updates as the
|
|
|
|
concepts contained herein evolve.
|
|
|
|
|
|
|
|
|
2015-02-08 10:12:13 +00:00
|
|
|
|
|
|
|
|
|
|
|
<!-- vim: set tw=78 ts=8 sw=8 noet ft=markdown spell: -->
|