[Readme] Explain the rationale behind all required build tools

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nmlgc 2020-07-09 16:33:12 +02:00
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@ -64,25 +64,43 @@ Crossed-out files are identical to their version in the previous game. ONGCHK.CO
## Building ## Building
You will need: You will need:
* Borland Turbo C++ 4.0J * **Borland Turbo C++ 4.0J**
* Borland Turbo Assembler (TASM), version 5.0 or later, in a 32-bit Windows version (`TASM32.EXE`) and version 4.1 or later in a 16-bit DOS version (`TASM.EXE`)
* [DOSBox](http://dosbox.com) if you're running a 64-bit version of Windows, or a non-Windows operating system
To speed up compilation, make sure to set the following in `dosbox.conf`: This was the compiler ZUN originally used, so it's the only one that can deterministically compile this code to executables that are bit-perfect to ZUN's original ones.
```
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* **Borland Turbo Assembler (TASM), version 4.1 or later, for 16-bit DOS (`TASM.EXE`)**
Towards TH05, the games increasingly used raw ASM code that [can't be decompiled]. Thus, even the final 16-bit-only build will need some sort of assembler.
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* **Borland Turbo Assembler (TASM), version 5.0 or later, for 32-bit Windows (`TASM32.EXE`)**
Borland never made a cross compiler targeting 16-bit DOS that runs on 32-bit Windows, so the C++ parts *have* to be compiled using a 16-bit DOS program. The not yet decompiled ASM parts of the code, however, *can* be assembled using a 32-bit Windows tool. This not only way outperforms any 16-bit solution that would have to be emulated on modern 64-bit systems, making build times, well, tolerable. It also removes any potential EMS or XMS issues we might have had with `TASMX.EXE` on these emulators.
These advantages were particularly relevant in the early days of ReC98, when the ASM files were pretty huge. That's also when I decided to freely use long file names that don't need to conform to the 8.3 convention… As a result, the build process still starts with a separate 32-bit part (`build32b.bat`), which must be run in Windows (or Wine).
In the end though, we'd definitely like to have a single-step 16-bit build process that requires no 32-bit tools. This will probably happen some time after reaching 100% position independence over all games.
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* **DOSBox** (if you're running a 64-bit version of Windows, or a non-Windows operating system)
For the most part, it shouldn't matter whether you use [the original DOSBox](https://dosbox.com) or your favorite fork. A DOSBox with dynamic recompilation is highly recommended for faster compilation, though. Make sure to enable that feature by setting the following options in its configuration file (`dosbox.conf` for the original version):
```ini
[cpu] [cpu]
core=dynamic core=dynamic
cycles=max cycles=max
``` ```
The Borland tools are the only ones that will, with the correct command-line switches for each game, deterministically compile this source code to executables that are bit-perfect to ZUN's original ones. Hence, they are the only supported build tools during all of the reconstruction phase. ----
To build, simply run `build.bat` and follow the instructions. To build, simply run `build.bat` and follow any instructions. The final executables will be put into `bin\th0?`, using the same names as the originals.
Since I, unfortunately, decided earlier in development to freely use long file names that don't need to conform to the 8.3 convention, the first part of the building process (`build32b.bat`) must be run in Windows (or Wine). This will be fixed as development goes along.
The final executables will be put into `bin\th0?`, using the same names as the originals.
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[indistinguishable]: https://github.com/nmlgc/mzdiff [indistinguishable]: https://github.com/nmlgc/mzdiff
[can't be decompiled]: Research/Borland%20C++%20decompilation.md#limits-of-decompilability