Difference between revisions of "Nintendo 3DS"

Jump to navigation Jump to search
no edit summary
m
 
Line 52: Line 52:


=== Compiling ScummVM  ===
=== Compiling ScummVM  ===
==== Prerequisites ====
Instructions on how to compile ScummVM for the 3DS can be found [[Compiling ScummVM/Nintendo 3DS|here]].
* Latest version of devkitPro, which comes with devkitARM and <code>libctru</code>
* <code>citro3d</code> thorugh devkitPro's pacman
* Optional: You should compile third-party libraries for the 3ds (commonly referred to as portlibs in the devkitPRO community). Some games requires these to operate properly.
 
==== Compiling third-party libraries ====
It is strongly recommended that you use devkitPro's pacman in order to get the most recent
portlibs for your build.
 
The following libraries can be downloaded with pacman:
 
{|class="wikitable"
!  Library      ||  Package
|-
|  zlib        ||  3ds-zlib
|-
|  libpng      ||  3ds-libpng
|-
|  libjpeg      ||  3ds-libjpeg-turbo
|-
|  freetype2    ||  3ds-freetype
|-
|  libmad      ||  3ds-libmad
|-
|  libogg      ||  3ds-libogg
|-
|  tremor      ||  3ds-libvorbisidec
|-
|  flac        ||  3ds-flac
|-
|  libtheora    ||  3ds-libtheora
|-
|  curl        ||  3ds-curl
|}
 
At the moment of writing, the version of <code>freetype2</code> packaged by devkitPro has an issue
where it allocates too much data on the stack when ScummVM loads GUI themes.
As a workaround, an older version can be used. Version 2.6.5 is known to work well. The
instructions below can be used to compile it.
 
At the moment of writing, <code>faad</code> is not in the devkitPro 3DS pacman repository. It
can be compiled by following the instructions in the section below, in case it cannot
be found through pacman.
 
The following pacman packages are also recommended:
* <code>3ds-dev</code>
* <code>devkitpro-pkgbuild-helpers</code>
 
Once you have the <code>devkitpro-pkgbuild-helpers</code> package, you should be able to find
the following scripts in your <code>/opt/devkitpro</code> folder:
* <code>devkitarm.sh</code>
* <code>3dsvars.sh</code>
 
Run them one after the other with `source` in order to setup your environment variables
for cross-compiling:
<syntaxhighlight lang="bash">
source /opt/devkitpro/devkitarm.sh
source /opt/devkitpro/3dsvars.sh
</syntaxhighlight>
 
After that, you can download the libraries you want to cross compile, run any autoconf
scripts that they may have, and then they can usually be built with the following steps
from their source directory:
 
<syntaxhighlight lang="bash">
mkdir -p $PORTLIBS_PREFIX
./configure --prefix=$PORTLIBS_PREFIX --host=arm-none-eabi --disable-shared --enable-static
make
make install
</syntaxhighlight>
 
Most libraries used can be compiled with same commands and configuration flags.
 
==== Manually setting up the environment ====
In case you don't have the helpers package downloaded, you can use the following to set-up
your environment variables.
 
It is assumed that you have these variables already set up. If not, then do so:
{|class="wikitable"
|  DEVKITPRO    ||  Your root devkitPro directory
|-
|  DEVKITARM    ||  Your root devkitARM directory (probably same as $DEVKITPRO/devkitARM)
|-
|  CTRULIB      ||  Your root libctru directory (probably same as $DEVKITPRO/libctru)
|}
 
In the source directory of the library:
<syntaxhighlight lang="bash">
export PORTLIBS_PREFIX=$DEVKITPRO/portlibs/3ds
export PATH=$DEVKITARM/bin:$PATH
export PKG_CONFIG_PATH=$PORTLIBS_PREFIX/lib/pkgconfig
export PKG_CONFIG_LIBDIR=$PORTLIBS_PREFIX/lib/pkgconfig
export CFLAGS="-g -march=armv6k -mtune=mpcore -mfloat-abi=hard -O2
                    -mword-relocations -ffunction-sections -fdata-sections"
export CPPFLAGS="-I$PORTLIBS_PREFIX/include -I$CTRULIB/include"
export LDFLAGS="-L$PORTLIBS_PREFIX/lib"
</syntaxhighlight>
 
==== Compiling ScummVM ====
Do the following in a fresh terminal.
 
In case you get a "compiler not found" message, add the toolchain's executables to your PATH:
<syntaxhighlight lang="bash">
export PATH=$DEVKITARM/bin:$PATH
</syntaxhighlight>
 
In case you get an error about "namespace _3DS", edit the line in /opt/devkitpro/3dsvars.sh that reads
<syntaxhighlight lang="bash">
export CPPFLAGS="-D_3DS -I${PORTLIBS_PREFIX}/include -I${DEVKITPRO}/libctru/include"
</syntaxhighlight>
and remove the "-D_3DS" part so that it reads
<syntaxhighlight lang="bash">
export CPPFLAGS="-I${PORTLIBS_PREFIX}/include -I${DEVKITPRO}/libctru/include"
</syntaxhighlight>
 
Note: In more recent codebases of ScummVM, you may or may not need to set the following beforehand:
<syntaxhighlight lang="bash">
export PKG_CONFIG_LIBDIR=$PORTLIBS_PREFIX/lib/pkgconfig
</syntaxhighlight>
See above for <code>$PORTLIBS_PREFIX</code>.
 
ScummVM doesn't provide the CA certificates bundle required by the cloud synchronization features.
You need to download it from the curl website: https://curl.haxx.se/ca/cacert.pem, and instruct
the build system to package it in the binary:
<syntaxhighlight lang="bash">
export DIST_3DS_EXTRA_FILES=/path/to/cacert.pem
</syntaxhighlight>
The name of the file must be <code>cacert.pem</code>.
 
From the root of the scummvm repository:
<syntaxhighlight lang="bash">
./configure --host=3ds --enable-plugins --default-dynamic
make
</syntaxhighlight>
 
Additionally compile to specific formats to be used on the 3DS:
<syntaxhighlight lang="bash">
make scummvm.3dsx
make scummvm.cia
</syntaxhighlight>
 
Assuming everything was successful, you'll be able to find the binary
files in the root of your scummvm folder.
 
Note: for the CIA format, you will need the <code>makerom</code> and <code>bannertool</code> tools which are
not supplied with devkitPro.
 
Note: using dynamic plugins as suggested is required when building with most or all of the
game engines enabled in order to keep the memory usage low and avoid stability issues.


=== Debugging ScummVM ===
=== Debugging ScummVM ===
213

edits

Navigation menu