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BUILD-SYSTEM: rewritten document.
Complately rewritten documentation for how the build system works. Signed-off-by: Simon Howard <fraggle@gmail.com>
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BUILD-SYSTEM
324
BUILD-SYSTEM
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NB: This is all out of date now. I need to update it at some point
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COPYING
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The modified BSD license the freedoom material is under
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ChangeLog
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List of changes
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CREDITS
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List of contributors
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= Build system
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flats
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Floor textures
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The files in this directory are symlinks into subdirectories (1
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directory for each author)
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flats_hi
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See patches_hi. High resolution flats.
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graphics
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Graphics for menu, heads up display and status bar, etc.
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levels
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levels.
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Currently we have 32 randomly generated slige levels here :)
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lumps
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miscellaneous lumps. PLAYPAL and COLORMAP are assigned to cph.
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musics
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musics.
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patches
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Patches for wall textures.
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Organised the same as for flats.
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patches_hi
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High resolution wall patches. These are in .png format, and are
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converted to tga by the build script
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sounds
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Sounds
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sprites
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Sprites
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We currently have the enemy sprites from Iikka keranens Povdoom in
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here, these may be only temporary
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textures
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Texture definitions - for TEXTURE1 and PNAMES
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This is an explanation of the functioning of the Freedoom build
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system.
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Build system:
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== Overview
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Makefile
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Build makefile. Build everything or just certain bits
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build
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Wrapper script for make. Redirect all stdout and stderr messages
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to build.output
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Freedoom is built using 'deutex', which is a command-line tool for
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automated building of Doom WAD files. However, multiple different WAD
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files are built from the Freedoom material. Therefore, the Freedoom
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build system is more complicated than a "normal" deutex build would
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otherwise be.
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buildcfg.txt
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The combined build spec file. Features specific to Doom1/Doom2/
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shareware builds are specified with #defines. This file is parsed
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by cpp (the GNU C PreProcessor) which generates the appropriate
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wadinfo.txt for the type of wad wanted. The file is also passed
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through wadinfo-builder.pl, which comments out all lines which
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refer to resources which have not yet been submitted (so the wad
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can still be built).
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A top-level +Makefile+ controls the build system and executes the
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appopriate commands to generate the output WAD files. Various
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intermediate files are generated in the process by scripts. The
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following diagram illustrates the process:
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................................................................
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buildcfg.txt textures/combined.txt
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| |
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| ----------
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| | cpp |
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| ----------
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| |
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| textures/(wad)/texture1.txt
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| | |
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| ------------------- |
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| | extract-pnames.py | |
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| ------------------- |
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-------- | |
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| cpp |----- textures/(wad)/pnames.txt |
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-------- |
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| |
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-------------------- |
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| wadinfo-builder.py | |
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-------------------- |
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wadinfo.txt |
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| |
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-------- |
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| |-----------------------------------
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| deutex |
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| |--------- all other source files (graphics, etc)
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--------
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wads/(wadname).wad
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................................................................
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=== Output WAD files
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The following are the resulting WAD files generated by the build
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system:
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* +freedoom.wad+ : Resource PWAD file containing all of the Freedoom
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resources except for the levels.
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* +freedoom_levels.wad+ : Resource PWAD containing the (Doom II) levels.
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* +freedoom_sprites.wad+ : Resource PWAD containing the sprites.
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* +freedoom_sounds.wad+ : Resource PWAD containing the (Doom II)
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music and sound effects.
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* +freedoom_textures.wad+ : Resource PWAD containing the (Doom II)
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textures.
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* +doom2.wad+ : Doom II IWAD file.
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* +doom1.wad+ : "Shareware" IWAD file, containing only episode 1
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levels, and a reduced set of textures and sprites.
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* +doom.wad+ : "Ultimate" Doom I IWAD file.
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* +freedm.wad+ : FreeDM IWAD file, containing deathmatch levels, and
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with all monsters replaced by dummy graphics.
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== Source configuration files
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=== Master configuration file (+buildcfg.txt+)
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deutex is configured using a configuration file typically named
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+wadinfo.txt+. In the case of Freedoom, multiple different WADs are
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built from the common material, with slightly different settings for
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each. Therefore, a 'master configuration file' named +buildcfg.txt+
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is used to generate configuration files for each individual WAD to
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build.
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The +buildcfg.txt+ file is processed using a Python script named
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+simplecpp+. This processes files with a syntax similar to the +cpp+
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tool (C Preprocessor). Variables are defined on the command line,
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based on the type of output target desired:
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* +DOOM2+ : Build for a Doom II WAD.
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* +DOOM1+ : Build for a Doom I WAD.
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* +SHAREWARE+ : Build for a small IWAD file, similar to the Doom
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shareware file.
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* +ULTDOOM+ : Include episode four levels.
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=== Texture configuration file (+textures/combined.txt+)
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The texture configuration file is used to generate the +texture1.txt+
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file. This is a list of textures that is used by 'deutex' to generate
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the +TEXTURE1+ lump that contains Doom's texture definitions.
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Similarly to the build configuration file, different textures are
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included depending on the output WAD type. The file is processed by
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the +simplecpp+ script to include the appropriate textures. Command
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line variables are defined based on the desired build settings:
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* +DOOM1+ : Include textures that only exist in Doom I.
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* +DOOM2+ : Include textures that only exist in Doom II.
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* +ULTDOOM+ : Include textures that only exist in Ultimate Doom.
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* +SHAREWARE+ : Only include textures that are needed for the
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shareware build.
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* +FREEDM+ : Include textures that are needed for FreeDM.
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Note that +DOOM1+ and +DOOM2+ are not mutually exclusive, and the
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default for a Doom II build is to include all of the textures for
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both.
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== Generated files
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The following files are generated automatically by automated scripts
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during the build process.
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=== +texture1.txt+
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This file contains the texture definitions and is used by deutex to
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generate the +TEXTURE1+ lump. It is generated automatically from
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+textures/combined.txt+ as a template.
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Several different +texture1.txt+ files are generated for the different
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WAD files that are built:
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[frame=all]
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`---------------------------------.--------------.--------------
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Filename WAD file CPP variables
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----------------------------------------------------------------
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+textures/doom2/texture1.txt+ +doom2.wad+ DOOM1, DOOM2
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+textures/doom/texture1.txt+ +doom.wad+ DOOM1, ULTDOOM
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+textures/shareware/texture1.txt+ +doom1.wad+ SHAREWARE
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+textures/freedm/texture1.txt+ +freedm.wad+ FREEDM
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----------------------------------------------------------------
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=== +pnames.txt+
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This file contains a list of all of the patches used in the texture
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definition file (+texture1.txt+). It is generated by the
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+extract-pnames.py+ script.
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Several different +pnames.txt+ files are generated for the different
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WAD files that are built:
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[frame=all]
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`---------------------------------.-----------------------------
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Filename WAD file
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----------------------------------------------------------------
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+textures/doom2/texture1.txt+ +doom2.wad+ and resource WADs
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+textures/doom/texture1.txt+ +doom.wad+
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+textures/shareware/texture1.txt+ +doom1.wad+
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+textures/freedm/texture1.txt+ +freedm.wad+
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----------------------------------------------------------------
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=== +wadinfo.txt+
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This is the auto-generated deutex configuration file, built from the
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+buildcfg.txt+ template. It includes the PNAMES list from
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+pnames.txt+.
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Several different +wadinfo.txt+ files are generated for the different
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WAD files that are built:
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[frame=all]
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`-----------------------.--------------------.------------------
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Filename WAD file CPP variables
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----------------------------------------------------------------
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+wadinfo.txt+ Resource WAD files DOOM2
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+wadinfo_iwad.txt+ +doom2.wad+ DOOM2
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+wadinfo_sw.txt+ +doom1.wad+ SHAREWARE
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+wadinfo_freedm.txt+ +freedm.wad+ FREEDM
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+wadinfo_ult.txt+ +doom.wad+ DOOM1, ULTDOOM
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----------------------------------------------------------------
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+wadinfo.txt+ differs from the others in that the '-dummy' option is
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not passed to the +wadinfo-builder.py+ script.
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== Auxiliary scripts
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The build system uses a number of auxiliary scripts in order to
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generate the necessary configuration files for the build. These are
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written in Python.
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=== +simplecpp+
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This script implements a subset of the syntax of the C preprocessor.
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It accepts #ifdef ... #endif blocks to conditionally include sections
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of the input file in the output file. This is used when generating
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the +wadinfo.txt+ and +texture1.txt+ files to conditionally include
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certain resources depending on the type of WAD file being built.
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The +simplecpp+ script is used in preference to the actual +cpp+
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preprocessor, firstly so that it is not necessary to install +cpp+,
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and secondly because processing with +cpp+ can alter the layout of the
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output file.
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=== +wadinfo-builder.py+
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This script processes the +wadinfo.txt+ used to build the WAD file,
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and identifies resources specified in the file that do not yet exist.
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This is to deal with the fact that Freedoom is incomplete and not all
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of the material needed for a complete WAD has yet been submitted.
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Different strategies are used to cope with these missing resources
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depending on the WAD file being built. For IWAD builds, dummy
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resources are substituted for the missing resources (this mode is
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activated using the +-dummy+ command line parameter). For resource
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WAD builds, the missing resources are commented out in the output file
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so that they are missing from the WAD that is built. This is the
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default behavior.
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=== +extract-pnames.py+
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This script processes the texture file (+texture1.txt+) and outputs a
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list of the names of all the required patches. This is used to
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generate a file named +pnames.txt+ that is included in the
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+wadinfo.txt+ configuration file in a section named "[patches]".
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== deutex
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'deutex' is the tool used to generate the WAD files. It processes a
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file typically named +wadinfo.txt+, reading files from the following
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directories to generate the WAD:
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* +flats+ : Floor and ceiling textures.
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* +graphics+ : Graphics for the menu, heads up display and status bar, etc.
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* +levels+ : The levels. Files are named eg. map01.wad or e1m1.wad
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for Doom II and Doom I levels, with FreeDM levels named eg.
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dm01.wad.
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* +lumps+ : Miscellaenous lumps.
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* +musics+ : Music files, in MUS or MIDI format.
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* +patches+ : Patch graphics that are used to compose wall textures.
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* +sounds+ : Sound effects, in WAV format.
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* +sprites+ : Graphics for the in-game sprites (monsters, power-ups,
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weapons, decorations, etc.)
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* +textures+ : Texture definitions.
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=== Idiosynchrosies
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deutex is an old tool and has various quirks that must be worked
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around. Some of them are listed here.
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* The default background color for sprites is magenta. The
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"standard" background color of cyan is used instead by providing
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the +-rgb 0 255 255+ command line parameter.
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* By default, deutex attempts to convert sound effects to 11,025Hz
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format. To keep the existing sample rate of sound effects, the
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following command line parameters are provided:
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+-v0 -fullsnd -rate accept+
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* deutex does not allow the exact path to the +texture1.txt+ file to
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be specified; instead, it expects to find the file in
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+textures/texture1.txt+. To work around this, a symlink is kept at
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this location that points to the actual +texture1.txt+ being used.
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A side effect of this issue is that parallel builds with +make+ are
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not possible (the +-j+ option).
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* deutex requires an existing IWAD file in order to build WAD files,
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and includes the contents of the +TEXTURE1+ lump from the IWAD in
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any +TEXTURE1+ lumps it generates. To work around this, a "dummy"
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IWAD file containing an empty +TEXTURE1+ lump is contained inside
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the +dummy+ directory.
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wadinfo.txt
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The deutex build file for the main build. Do not edit this file
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directly; use buildcfg.txt
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wadinfo_sw.txt
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The deutex build file for the shareware build. Do not edit this
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file directly; use buildcfg.txt
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wadinfo_iwad.txt
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The deutex build file for the iwad build. Do not edit this file
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directly; use buildcfg.txt. This is the same as wadinfo.txt except
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instead of missing resources being commented out, they are linked
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to dummy replacements.
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