250 lines
11 KiB
Plaintext
Executable File
250 lines
11 KiB
Plaintext
Executable File
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// See the included license file "BUILDLIC.TXT" for license info.
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/*
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* README.
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*
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* Please do NOT harrass Ken Silverman about any code modifications
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* (including this file) to BUILD.
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*/
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(This code DOES run on Windows. Read on.)
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For building on Linux, you NEED gcc 2.95.2 (or maybe later) to compile this
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code correctly. You'll also need Netwide Assembler (NASM). Get it at:
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http://www.kernel.org/pub/software/devel/nasm/
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(May I reiterate? Earlier than 2.95.2 revisions of GCC and EGCS do NOT
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compile this code correctly! It will run, but there will be all sorts of
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strange graphic glitches and odd crashes.)
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For building on Win32, you need Watcom C v11.0. With the Win32 target (Perhaps
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they call it the "NT" target?) installed. You can maybe get by with Watcom C
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version 10.x, but the binaries tend not to work on WinNT in that case. You
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can also compile the code on Win32 with Cygwin and NASM. Read below for more
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details in either case.
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For building under DOS, you need Watcom C v11 or v10 with the DOS target
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installed.
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This code uses Simple Directmedia Layer (SDL) for graphics, sound, and other
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platform abstractions. Build relies on a fairly recent SDL code snapshot.
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Get SDL from CVS like this:
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cvs -d :pserver:guest@cvs.lokigames.com:/cvs login
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# password is "guest", without the quotes.
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cvs -z3 -d :pserver:guest@cvs.lokigames.com:/cvs checkout SDL12
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cd SDL12; ./autogen.sh; make; make install
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CVS is also good if you want the up-to-the-minute changes of BUILD:
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cvs -z3 -d:pserver:anonymous@icculus.org:/cvs/cvsroot login
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# password is "anonymous", without the quotes.
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cvs -z3 -d:anonymous@icculus.org:/cvs/cvsroot co buildengine
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There is a win32 CVS client available for download here:
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http://www.icculus.org/misc/cvs-over-ssh-win32.zip
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You can get more information about CVS from http://cvshome.org/ ...
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PLEASE READ THE CHANGELOG AND TODO FILE FOR DETAILS ON WHAT'S NEW AND
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WHAT'S NEEDED! They're in the tarball.
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Have fun!
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--ryan. (icculus@clutteredmind.org)
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INFO:
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- Patches go to Ryan at icculus@clutteredmind.org.
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- Please try to keep it so the original source can still be compiled with
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Watcom C for DOS. Maybe if we do a good enough job, we can just get Ken
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to make this his official version, although this is not the goal right now.
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You may #ifdef DOSisms with PLATFORM_DOS, and Unixism with PLATFORM_UNIX, but
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try not to touch the original code if you can circumvent it (i.e. reimplement
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the functionality of missing functions in a separate file, #define
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__interrupt to be blank, etc...) Reference unix_compat.[ch] and sdl_driver.c
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for examples of this behaviour.
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- See us in #loki at irc.openprojects.net with questions.
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- This is NOT a Loki-sponsored project. We are (er...WERE) Loki employees
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that get off on this stuff. Don't harrass info@lokigames.com about it.
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- Yes, you CAN edit Duke3D maps with this. Sort of.
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Find your DUKE3D.GRP file, and set this environment variable:
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(on Windows: "set BUILD_GROUPFILE=C:\where\grpfile\is\DUKE3D.GRP")
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(on Linux/bash: "export BUILD_GROUPFILE=/where/grpfile/is/DUKE3D.GRP")
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Without this environment variable, Build looks for "stuff.dat" in the
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current directory; that's KenBuild's groupfile.
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Now go get a Duke3D map off the net and open it in build.
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I haven't tried Blood, Shadow Warrior, or anything else, but someone sent
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me screenshots of Shadow Warrior. Your mileage may vary.
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Either way, there's lots of screenshots up at:
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http://www.icculus.org/BUILD/screenshots/duke3d_data_files/
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http://www.icculus.org/BUILD/screenshots/shadow_warrior_data_files/
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There is still much missing from Build that is needed to use it as a Duke3D
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editor, and that is not the focus of this project. It is DEFINITELY not
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enough to PLAY duke3d, as there is no CON interpreter or correct physics
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or enemy AI or equivilent sector tags etc.
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If an editor is all you want, there is a project called Mapster
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(http://mapster-rtcm.totalconversions.com/) that is a KenBuild source
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modification to support all of DukeBUILD's features, and add some new
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enhancements, too. Stay tuned, as there may be a win32 (and Linux?) version
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of Mapster sooner or later.
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In short, is this enough to play Duke/Shadow/Blood? No. But it's a good start.
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- Can Windows users use this code? You bet. Binaries available.
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- To build this from source under Windows:
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You can use Cygwin, a Windows port of the GNU C compiler. Cygwin is free (as
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in speech and beer), and can be downloaded from
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http://sources.redhat.com/cygwin/. You will also need to have a development
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version of SDL installed (I used the prebuilt SDL libraries under
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Windows, look at http://www.libsdl.org/). And, as under Linux, you will
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need NASM (http://www.kernel.org/pub/software/devel/nasm/). Make sure
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nasmw.exe ends up somewhere in your PATH, and SDL is somewhere you have
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access to. Once you have all this set up, unpack the BUILD sources.
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Make sure you're in the buildengine directory. Set these two environment
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variables:
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export SDL_LIB_DIR=C:/where/i/installed/SDL-1.2.0/lib
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export SDL_INC_DIR=C:/where/i/installed/SDL-1.2.0/include
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(Yes, those directory separators are backwards; it is intentional.)
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...then, type "make", and it should produce binaries for you if you did
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everything right.
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You will have to make sure that SDL.DLL and CYGWIN1.DLL are in your path
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somewhere.
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This isn't all as hard as it sounds. :)
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- To build with Watcom C for Win32: Get SDL (as above). Unpack the source,
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edit Makefile.w32 (instructions are in that file). Change the paths at the
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top to point to your Watcom and SDL installs. Run "wmake -f Makefile.w32"
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... that's all. I tried this with Watcom C 10.6 and 11.0 using the win32
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(both "nt" and "nt_win") targets. Anything older than Watcom C 11.0 will
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NOT build an EXE that will work on Windows NT 4.0 or Windows 2000, even
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though the same binary will work on Windows 95 and 98. Your mileage may vary.
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- If anyone wants to make this work with Visual C++ to make this easier
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for Windows users, I'll happily accept your changes and additions.
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- One more thing, about licensing. If you build this with Cygwin, you are
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NOT permitted to release binaries, as Cygwin's POSIX-support DLL is
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under the GPL license, which forbids distribution of code linked with it
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that doesn't abide by the OpenSource definition (Ken's license does
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not). Harrassing Ken Silverman to change his license to the GPL is not
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only rude, it's unproductive. Distributing binaries built with Cygwin
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opens you up to lawsuits from Red Hat and the Free Software
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Foundation. Do the right thing; if you must distribute BUILD binaries,
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don't build them with Cygwin.
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- Does this code still work under DOS? Yup. You use Watcom C the same as you
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would for the Windows target, except you use Makefile.dos. Note that the
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Windows and Linux versions are better maintained, more stable, and support
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more hardware. Don't ask Ken about the DOS port either. He probably wouldn't
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recognize his own code after all the mangling we did. :)
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- Wish your GRP files weren't so big? Convert them to PkZip format, build
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the engine with PhysicsFS support, and set the environment variable
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BUILD_GROUPFILE=mygroupfile.zip ... Look at PhysicsFS's homepage for more
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information: http://www.icculus.org/physfs/ ...
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GOOD REFERENCES:
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- VESA i/o reference: http://pm.cse.rmit.edu.au/~steve/vbe/vbe20.htm
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- http://www-cgi.cs.cmu.edu/afs/cs.cmu.edu/user/ralf/pub/WWW/files.html
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(THE Interrupt List, from Ralf Brown. Good stuff, here.)
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- FreeVGA: A VGA documentation project.
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http://www.goodnet.com/~tinara/FreeVGA/home.htm
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- BUILD keyboard reference: http://home.online.no/~flovstak/duke/bkeys.htm
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- mapFAQ: http://mapfaq.3dportal.com/
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- Ken Silverman's homepage: http://www.advsys.net/ken/
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- The Art of Assembly Language, complete text:
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http://webster.cs.ucr.edu/Page_asm/ArtofAssembly/ArtofAsm.html
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HOW TO FIX ALL YOUR "//" COMMENTS:
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- We now compile BUILD with the most anal compiler settings available for any
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given platform. This forces us to write cleaner, more portable, and less
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buggy code, but sometimes it limits what we can get away with. Most notably:
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comment syntax. There are some compilers on some platforms
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(*coughcoughSolariscoughcough*) that are very anal about (the old version
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of) the C specification they follow. Therefore, you can NOT use "//" single
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line comments in code compiled on those toolchains. Since Ken used nothing
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but // comments, I needed to automate the conversion process a little bit.
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Here's the quick and dirty way to convert them, using Perl:
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--- snip. ---
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while (<STDIN>) {
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chomp;
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s/(.*)(?<!:)\/\/\s*(.*)\s*/$1\/\* $2 \*\//;
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print("$_\n");
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}
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--- snip. ---
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Just put that in a file, convert.pl, and run:
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perl -w convert.pl < mysrc.c > myconvertedsrc.c
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(patches to that code are welcome.)
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TO PORT TO NEW COMPILERS AND TOOLCHAINS:
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- Try to get nasm to generate object files that your linker can understand.
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That is the easiest for the asm modules. Use a_nasm.asm, which is the NASM
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version. a.asm is the Watcom Assembler (wasm) version that Ken distributed
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with the original Build source release.
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- The alternative is to write portable C code to avoid all the self-modifying
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ASM. Have the appropriate amount of fun.
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- There is inline assembly in engine.c, game.c, pragmas*.c, and pragmas.h.
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Every compiler has their own syntax for this. Have more fun.
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- Try to find clean syntax fixes that work everywhere instead of #ifdef'ing,
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if you can. Platform.h is a good starting point.
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TO PORT TO NEW OPERATING SYSTEMS:
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- If Simple Directmedia Layer supports your OS, you're in luck. Just get
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everything building (see above). If not, look at display.h for what you
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need to implement, and sdl_driver.c and dos_drvr.c for examples. Consider
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getting SDL working on your platform instead.
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- Your platform needs at least an 8-bit linear framebuffer for video.
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Otherwise, you can pray the OpenGL code gets written and is useful to you.
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- The code doesn't necessarily NEED a keyboard, but the input device has GOT
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to have a lot of buttons. The renderer itself doesn't deal with input, just
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the apps (build, game, duke3d) that use it, so this may not be a problem,
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depending on your needs. Some apps (the editor itself, for example) seem to
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demand a mouse.
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- Your platform needs to be 32-bit clean, in all likelihood. You might be able
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to make enough band-aids to get this working otherwise. No one's tried it on
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a 64-bit platform yet, partially due to all the (32-bit) assembly code.
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16-bits or less will likely be a nightmare.
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- Start in platform.h for an idea of where to add anything that's
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platform-specific. If you can't get by on PLATFORM_UNIX, then define
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PLATFORM_WHATEVER.
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- Try not to wedge in platform dependent code, but find good abstractions.
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TO PORT TO NEW PROCESSORS:
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- You can either write new ASM for your processor, or better yet, implement
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the stuff in portable C, so everyone can benefit.
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- Most of your work will be in pragmas.*, a_linux.*, and a.*. Look for
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USE_I386_ASM. Define your own version.
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/* end of README ... */
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