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			* Update BUILDING.md updated building to describe for Arch to make the groundwork for making an AUR repo * Update BUILDING.md * Update BUILDING.md * Removed vcpkg removed vcpkg from the Arch command since its not needed --------- Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
		
			
				
	
	
		
			83 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Building
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| 
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| ## 1. Clone the Repository
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| 
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| Clone **UnleashedRecomp** with submodules using [Git](https://git-scm.com/).
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| ```
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| git clone --recurse-submodules https://github.com/hedge-dev/UnleashedRecomp.git
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| ```
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| 
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| ### Windows
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| If you skipped the `--recurse-submodules` argument during cloning, you can run `update_submodules.bat` to ensure the submodules are pulled.
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| 
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| ## 2. Add the Required Game Files
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| 
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| Copy the following files from the game and place them inside `./UnleashedRecompLib/private/`:
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| - `default.xex`
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| - `default.xexp`
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| - `shader.ar`
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| 
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| These files are located in the game's root directory, apart from `default.xexp`, which must be obtained via the title update package.
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| 
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| > [!TIP]
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| > It is recommended that you install the game using [an existing Unleashed Recompiled release](https://github.com/hedge-dev/UnleashedRecomp/releases/latest) to acquire these files, otherwise you'll need to rely on third-party tools to extract them.
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| >
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| > Using the Unleashed Recompiled installation wizard will also ensure that these files are compatible with each other so that they can be used with the build environment.
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| >
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| > When sourcing these files from an Unleashed Recompiled installation, they will be stored under `game` and `update` subdirectories.
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| 
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| ## 3. Install Dependencies
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| 
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| ### Windows
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| You will need to install [Visual Studio 2022](https://visualstudio.microsoft.com/downloads/).
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| 
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| In the installer, you must select the following **Workloads** and **Individual components** for installation:
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| - Desktop development with C++
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| - C++ Clang Compiler for Windows
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| - C++ CMake tools for Windows
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| 
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| ### Linux
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| The following command will install the required dependencies on a distro that uses `apt` (such as Debian-based distros).
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| ```bash
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| sudo apt install autoconf automake libtool pkg-config curl cmake ninja-build clang clang-tools libgtk-3-dev
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| ```
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| The following command will install the required dependencies on a distro that uses `pacman` (such as Arch-based distros).
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| ```bash
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| sudo pacman -S base-devel ninja lld clang gtk3
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| ```
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| You can also find the equivalent packages for your preferred distro.
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| 
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| > [!NOTE]
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| > This list may not be comprehensive for your particular distro and you may be required to install additional packages, should an error occur during configuration.
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| 
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| ## 4. Build the Project
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| 
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| ### Windows
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| 1. Open the repository directory in Visual Studio and wait for CMake generation to complete. If you don't plan to debug, switch to the `Release` configuration.
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| 
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| > [!TIP]
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| > If you need a Release-performant build and want to iterate on development without debugging, **it is highly recommended** that you use the `RelWithDebInfo` configuration for faster compile times.
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| 
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| 2. Under **Solution Explorer**, right-click and choose **Switch to CMake Targets View**.
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| 3. Right-click the **UnleashedRecomp** project and choose **Set as Startup Item**, then choose **Add Debug Configuration**.
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| 4. Add a `currentDir` property to the first element under `configurations` in the generated JSON and set its value to the path to your game directory (where root is the directory containing `dlc`, `game`, `update`, etc).
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| 5. Start **UnleashedRecomp**. The initial compilation may take a while to complete due to code and shader recompilation.
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| 
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| ### Linux
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| 1. Configure the project using CMake by navigating to the repository and running the following command.
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| ```bash
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| cmake . --preset linux-release
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| ```
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| 
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| > [!NOTE]
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| > The available presets are `linux-debug`, `linux-relwithdebinfo` and `linux-release`.
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| 
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| 2. Build the project using the selected configuration.
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| ```bash
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| cmake --build ./out/build/linux-release --target UnleashedRecomp
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| ```
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| 
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| 3. Navigate to the directory that was specified as the output in the previous step and run the game.
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| ```bash
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| ./UnleashedRecomp
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| ```
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