Update setup instructions

This commit is contained in:
James Lambert 2023-03-03 22:10:50 -07:00
parent d4de0ccccc
commit c87ea72890
14 changed files with 36 additions and 19 deletions

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@ -6,6 +6,12 @@ A demake of Portal for the Nintendo 64.
First, you will need to setup [Modern SDK](https://crashoveride95.github.io/n64hbrew/modernsdk/startoff.html).
After installing modern sdk you will want to also install
```
sudo apt install libnustd
```
Next, you will need to download Blender 3.0 or higher. Then set the environment variable `BLENDER_3_0` to be the absolute path where the Blender executable is located on your system.
<br />
@ -17,19 +23,30 @@ pip install vpk
<br />
Install `vtf2png`, `sfz2n64`, and `skeletool64`.
Install `vtf2png`, `sfz2n64`, and setup `skeletool64`.
```sh
echo "deb [trusted=yes] https://lambertjamesd.github.io/apt/ ./" \
| tee /etc/apt/sources.list.d/lambertjamesd.list
sudo apt install vtf2png sfz2n64 skeletool64 mpg123
| sudo tee /etc/apt/sources.list.d/lambertjamesd.list
sudo apt update
sudo apt install vtf2png sfz2n64 mpg123 sox imagemagick
```
<br />
Install ImageMagick.
Setup and build skelatool64
```
sudo apt install imagemagick
cd skelatool64
./setup_dependencies.sh
make
```
<br />
You will need to install nodejs. You can use apt for this
```
sudo apt install nodejs
```
<br />

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@ -1,7 +1,7 @@
GCC_FLAGS = -Wall -Werror -g -rdynamic -I./yaml-cpp/include
LINKER_FLAGS = -L./yaml-cpp -lassimp -lyaml-cpp -lpng -ltiff -llua -ldl
LINKER_FLAGS = -L./yaml-cpp -lassimp -lyaml-cpp -lpng -ltiff -llua5.4 -ldl
SRC_FILES = main.cpp $(shell find src/ -type f -name '*.cpp')

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@ -1,6 +1,6 @@
#!/usr/bin/bash
sudo apt install -y libpng-dev libtiff-dev libassimp-dev
sudo apt install -y libpng-dev libtiff-dev libassimp-dev g++ liblua5.4-dev cmake
pushd $(dirname "$0")

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@ -1,7 +1,7 @@
#ifndef __LUA_BASIC_TYPES_H__
#define __LUA_BASIC_TYPES_H__
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include <string>
#include <vector>
#include <map>

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@ -1,7 +1,7 @@
#ifndef __LUA_DEFINITON_WRITER_H__
#define __LUA_DEFINITON_WRITER_H__
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include "../CFileDefinition.h"
bool dumpDefinitions(lua_State* L, CFileDefinition& fileDef, const char* filename);

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@ -1,7 +1,7 @@
#ifndef __LUA_DISPLAY_LIST_SETTINGS_H__
#define __LUA_DISPLAY_LIST_SETTINGS_H__
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include "../DisplayListSettings.h"
void fromLua(lua_State* L, DisplayListSettings& result, const DisplayListSettings& defaults);

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@ -9,7 +9,7 @@
#include "LuaDisplayListSettings.h"
#include "LuaBasicTypes.h"
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include <iostream>
#define EMIT(name) extern const char _binary_build_lua_##name##_out_start[]; extern const char _binary_build_lua_##name##_out_end[];

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@ -1,7 +1,7 @@
#ifndef __LUA_GENERATOR_H__
#define __LUA_GENERATOR_H__
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include <assimp/scene.h>
#include "../CFileDefinition.h"
#include "../DisplayListSettings.h"

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@ -1,7 +1,7 @@
#ifndef __LUA_GEOMETRY_H__
#define __LUA_GEOMETRY_H__
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include <assimp/scene.h>
void toLua(lua_State* L, const aiQuaternion& quaternion);

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@ -1,7 +1,7 @@
#ifndef __LUA_MESH_H__
#define __LUA_MESH_H__
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include <assimp/scene.h>
#include "../CFileDefinition.h"
#include "../DisplayListSettings.h"

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@ -1,7 +1,7 @@
#ifndef __LUA_NODE_GROUPS_H__
#define __LUA_NODE_GROUPS_H__
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include "../definition_generator/DefinitionGenerator.h"
void populateLuaNodeGroups(lua_State* L, NodeGroups& nodeGroups);

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@ -2,7 +2,7 @@
#define __LUA_SCENE_H__
#include <assimp/scene.h>
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include "../DisplayListSettings.h"
#include "../CFileDefinition.h"

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@ -1,7 +1,7 @@
#ifndef __LUA_TRANSFORM_H__
#define __LUA_TRANSFORM_H__
#include <lua.hpp>
#include <lua5.4/lua.hpp>
#include <assimp/scene.h>
#include "LuaGeometry.h"

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@ -1,7 +1,7 @@
#ifndef __LUA_UTILS_H__
#define __LUA_UTILS_H__
#include <lua.hpp>
#include <lua5.4/lua.hpp>
void luaLoadModuleFunction(lua_State* L, const char* moduleName, const char* functionName);