Compile ECWolf on Linux

From ECWolf Wiki
Revision as of 00:41, 23 December 2017 by Skyrimguy (talk | contribs)

This guide will demonstrate how to compile the Mercurial version of ECWolf on Linux.

Install dependencies

The following programs/libraries are used by ECWolf. The versions listed below are known to work, however other versions may work.

In addition to the above, the following are optional dependencies.

Mercurial is also needed to checkout a copy of the latest source.

Install the following as root/superuser:

Debian/Ubuntu

sudo apt-get install g++ make cmake libsdl1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev \
mercurial zlib1g-dev libbz2-dev libjpeg-dev libgtk2.0-dev

Fedora

dnf install gcc-c++ make cmake SDL-devel SDL_mixer-devel SDL_net-devel mercurial \
zlib-devel bzip2-devel libjpeg-turbo-devel gtk2-devel

openSUSE

zypper install gcc-c++ make cmake libSDL-devel libSDL_mixer-devel libSDL_net-devel \
mercurial zlib-devel libbz2-devel libjpeg-devel gtk2-devel

Mageia

a='' && [ "$(uname -m)" = x86_64 ] && a=64
urpmi gcc-c++ make cmake lib${a}SDL-devel lib${a}SDL_mixer-devel \
lib${a}SDL_net-devel mercurial lib${a}zlib-devel lib${a}bzip2-devel \
lib${a}jpeg-devel lib${a}gtk+2.0-devel lib${a}cairo-devel

Arch Linux

pacman -S --needed gcc make cmake sdl sdl_mixer sdl_net mercurial zlib bzip2 libjpeg-turbo gtk2

Gentoo

emerge -avn sys-devel/gcc sys-devel/make dev-util/cmake media-libs/libsdl \
media-libs/sdl-mixer media-libs/sdl-net dev-vcs/mercurial sys-libs/zlib \
app-arch/bzip2 media-libs/libjpeg-turbo x11-libs/gtk+

PCLinuxOS

a='' && [ "$(uname -m)" = x86_64 ] && a=64
apt-get install gcc-c++ make cmake lib${a}SDL-devel lib${a}SDL_mixer-devel \
lib${a}SDL_net-devel mercurial zlib1-devel lib${a}bzip2-devel lib${a}jpeg62-devel \
lib${a}gtk+2.0_0-devel

Solus

sudo eopkg install g++ make cmake binutils glibc-devel pkg-config \
sdl1-devel sdl1-mixer-devel sdl1-net-devel mercurial zlib-devel \
bzip2-devel libjpeg-turbo-devel libgtk-2-devel

Do the following sections as normal user.

Create ecwolf_build directory

mkdir -pv ~/ecwolf_build

Download and prepare the source

Use Mercurial to download the ECWolf source:

cd ~/ecwolf_build
hg clone https://bitbucket.org/Blzut3/ecwolf

and create an out of tree build directory in the newly created ecwolf directory:

mkdir -pv ecwolf/build

Compiling

Inside the build directory, run CMake to generate a Makefile:

cd ~/ecwolf_build/ecwolf/build
cmake .. -DCMAKE_BUILD_TYPE=Release -DGPL=ON

Assuming there were no errors, you should be able to run make to compile:

make

A development version of ECWolf will be compiled if you do not do #Latest stable version.

An ecwolf binary should be produced. To start ECWolf, the following command should work:

./ecwolf

If ECWolf complains you do not have any base game data set up, make sure that you have your Game data files placed in the same directory as ECWolf, in ~/.config/ecwolf or $PROGDIR. Alternatively, you can edit ~/.config/ecwolf/ecwolf.cfg to add the path for your game data to BaseDataPaths.

Latest stable version

Show the latest stable version:

cd ~/ecwolf_build/ecwolf &&
hg identify -r 'max(tagged())'

If you want to compile the latest stable version, run:

cd ~/ecwolf_build/ecwolf &&
hg update -cr 'max(tagged())'

and compile.

After compiling, backing up and optionally installing the latest stable version, run:

cd ~/ecwolf_build/ecwolf &&
hg update default

Backup

If you want to backup ECWolf, do the following:

Create and name a directory with the corresponding ECWolf version/revision, build type and copy ecwolf and ecwolf.pk3 to it:

cd ~/ecwolf_build/ecwolf/build &&
if [ -f CMakeCache.txt ]; then
k="$(sed -n 's/.*CMAKE_BUILD_TYPE:STRING=\(.*\)/\1/p' CMakeCache.txt)"; else k=''; fi &&
if [ -n "$k" ]; then b="-BuildType$k"; else b=''; fi &&
h="$(sed -n 's/.*#define HG_REVISION_HASH_STRING "\(.*\)".*/\1/p' ../src/svnrevision.h)" &&
BACKUPECWOLF="../../$(hg cat -r $h ../src/version.h | sed -n 's/.*#define DOTVERSIONSTR_NOREV "\(.*\)".*/\1/p')\
$(sed -n 's/.*#define SVN_REVISION_STRING "\(.*\)".*/\-r\1/p' ../src/svnrevision.h)-$h$b" &&
mkdir -pv "$BACKUPECWOLF" &&
cp -v ecwolf ecwolf.pk3 "$BACKUPECWOLF"/

Files are located at:

/home/<your username>/ecwolf_build/<your newly created directory>

Updating

When you wish to update ECWolf, copy and paste the following:

cd ~/ecwolf_build/ecwolf &&
hg pull ; hg update

When the update finish, go to #Compiling.

Installation

  • ecwolf = Stable version
  • ecwolf-alpha = Development version

Commands beginning with "sudo" will require temporary superuser privileges.

If you want to install ECWolf, do the following:

Create /usr/games/ecwolf and /usr/games/ecwolf-alpha directories:

sudo mkdir -pv /usr/games/ecwolf /usr/games/ecwolf-alpha

Copy ecwolf and ecwolf.pk3 to /usr/games/ecwolf/ or /usr/games/ecwolf-alpha/:

cd ~/ecwolf_build/ecwolf/build &&
h="$(sed -n 's/.*#define HG_REVISION_HASH_STRING "\(.*\)".*/\1/p' ../src/svnrevision.h)" &&
t="$(hg id -tr $h)" &&
if [ "$t" = tip ] || [ -z "$t" ]; then d=-alpha; else d=''; fi &&
sudo cp -v ecwolf ecwolf.pk3 /usr/games/ecwolf$d/

Create launch script:

cd ~/ecwolf_build/ecwolf/build &&
h="$(sed -n 's/.*#define HG_REVISION_HASH_STRING "\(.*\)".*/\1/p' ../src/svnrevision.h)" &&
t="$(hg id -tr $h)" &&
if [ "$t" = tip ] || [ -z "$t" ]; then d=-alpha; else d=''; fi &&
printf %s "\
#!/bin/sh
exec /usr/games/ecwolf$d/ecwolf \"\$@\"
" > ecwolf$d.sh &&
chmod 755 ecwolf$d.sh &&
sudo mv -v ecwolf$d.sh /usr/bin/ecwolf$d

Now from a terminal you should be able to run ecwolf or ecwolf-alpha from any user account.

Uninstallation

Remove /usr/games/ecwolf directory and all its files:

sudo rm -rfv /usr/games/ecwolf

Remove ecwolf script:

sudo rm -fv /usr/bin/ecwolf

Remove /usr/games/ecwolf-alpha directory and all its files:

sudo rm -rfv /usr/games/ecwolf-alpha

Remove ecwolf-alpha script:

sudo rm -fv /usr/bin/ecwolf-alpha

Developing

This page has helped you compile ECWolf, but perhaps you are interested in debugging the code or submitting code changes or fixes for inclusion. This section is intended for more advanced users who may be unfamiliar to CMake or debugging on Linux systems.

Debugging

Prerequisite:

Maybe you have found a way to make ECWolf crash, and are interested in debugging it. First, you need to compile a debug build of ECWolf. Inside the build directory, invoke CMake to set up for compiling, but this time, the build type is set to Debug:

cd ~/ecwolf_build/ecwolf/build
cmake .. -DCMAKE_BUILD_TYPE=Debug

Optionally, you may want to use some of the #Build options.

After CMake is done, run "make" or to speed up compilation, run "make -j<number>", a recommended value for the "-j" option is the number of physical cores:

make

To run ECWolf under a debugger such as gdb, use the following command:

gdb ecwolf

Now gdb should have you in its own command prompt:

(gdb)

You probably want to log the output, so lets output to a file ecwolfdebug.log:

(gdb) set logging on ecwolfdebug.log

Now start ECWolf by typing in run, and pressing enter:

(gdb) run

Or put any command line parameters to ecwolf after run:

(gdb) run <command line parameters>

To see the available command line parameters for ECWolf, type "run --help" and press enter.

If ECWolf crashes, gdb may be able to tell you the source file and line number it crashed in. Typing in the command backtrace or bt will produce information telling the last function calls, showing how execution got to the point where it crashed:

(gdb) backtrace

All output will be copied into the ecwolfdebug.log, which can then be scrutinized later, or perhaps posted to the Bug Tracker for other developers to look at.

To exit gdb's command prompt, type quit, q or press Ctrl-D:

(gdb) quit

If you want to free up space, run "make clean" to remove the files generated by the compilation.

Build options

CMake options
Options Description Example
GPL=ON Switch ECWolf's default original non-commercial license to GNU GPL. OPL emulator is changed from MAME's to the one from Dosbox. cmake .. -DGPL=ON
USE_LIBTEXTSCREEN=ON Use libtextscreen IWAD picker. Only available in the GPL edition. cmake .. -DGPL=ON -DUSE_LIBTEXTSCREEN=ON
NO_GTK=ON Disable GTK+ IWAD picker. cmake .. -DNO_GTK=ON
CMAKE_C_COMPILER Set path for C compiler. cmake .. -DCMAKE_C_COMPILER=/path/to/compiler/gcc
CMAKE_CXX_COMPILER Set path for C++ compiler. cmake .. -DCMAKE_CXX_COMPILER=/path/to/compiler/g++
CMake build types
Types Description Example
Debug Debug information, -O1 optimization. cmake .. -DCMAKE_BUILD_TYPE=Debug
Release No debug information, -O3 optimization. cmake .. -DCMAKE_BUILD_TYPE=Release
RelWithDebInfo Debug information, -O2 optimization. Useful for finding optimization bugs that only show up in Release. cmake .. -DCMAKE_BUILD_TYPE=RelWithDebInfo
MinSizeRel Similar to Release but with less optimizations in order to save space. cmake .. -DCMAKE_BUILD_TYPE=MinSizeRel