mirror of
https://github.com/RetroPortingToolKit/psxrecomp
synced 2026-10-26 02:11:36 -04:00
350 lines
11 KiB
Bash
Executable File
350 lines
11 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Universal setup-host zip packager for PSXRecomp game repos.
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#
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# Stages the host exe, title sources, filtered psxrecomp/ + recomp-ui/, then
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# finishes with stage_setup_sdk.sh (emitters, OpenBIOS, MinGW DLLs).
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# Portable cmake/clang is NOT embedded by default — RetComM / the setup wizard
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# download cmake-clang-v1 from retcomm-toolchains (or accept an offline zip).
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#
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# Usage (from game repo root):
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# psxrecomp/tools/package_setup_host.sh \
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# --build-dir build-ci \
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# --artifact linux-x64 \
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# --zip-prefix bpe \
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# --exe-name Bomberman_Party_Edition_Recompiled \
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# --display-name "Bomberman Party Edition Recompiled" \
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# --recompiler-build build-recompiler \
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# [--project-file REL]... [--project-dir REL]... \
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# [--disc-hint "your legally owned disc"] \
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# [--version-env BPE_RELEASE_VERSION] \
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# [--embed-toolchain] # optional: copy PSXRECOMP_TOOLCHAIN_DIR into zip
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#
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# Env:
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# RELEASE_VERSION / <version-env> / VERSION file (must match binary stamp)
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# PSXRECOMP_TOOLCHAIN_DIR | TOOLCHAIN_DIR | BPE_TOOLCHAIN_DIR (only with --embed-toolchain)
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# PSXRECOMP_EMBED_TOOLCHAIN=1 same as --embed-toolchain
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# PSXRECOMP_RUNTIME_BIN_DIR | BPE_RUNTIME_BIN_DIR (Windows MinGW DLL search)
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#
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# Lobby pin: the host exe must have been built with current runtime.cmake so
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# $<TARGET_FILE_DIR>/psx_game_version.txt exists. This script refuses to ship a
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# VERSION file that disagrees with that stamp (netplay list filter bug).
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set -euo pipefail
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SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
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ROOT="$(pwd)"
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BUILD_DIR=""
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ARTIFACT=""
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ZIP_PREFIX=""
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EXE_NAME=""
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DISPLAY_NAME=""
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RECOMPILER_BUILD="build-recompiler"
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VERSION_ENV="RELEASE_VERSION"
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DISC_HINT="your legally owned game disc"
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PROJECT_FILES=()
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PROJECT_DIRS=()
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RUNTIME_BIN_DIR="${PSXRECOMP_RUNTIME_BIN_DIR:-${BPE_RUNTIME_BIN_DIR:-/usr/x86_64-w64-mingw32/bin}}"
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EMBED_TOOLCHAIN=0
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if [[ "${PSXRECOMP_EMBED_TOOLCHAIN:-0}" == "1" ]]; then
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EMBED_TOOLCHAIN=1
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fi
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usage() {
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sed -n '2,30p' "$0" | sed 's/^# \{0,1\}//'
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exit 2
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}
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while [[ $# -gt 0 ]]; do
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case "$1" in
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-h|--help) usage ;;
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--build-dir) BUILD_DIR="${2:?}"; shift 2 ;;
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--artifact) ARTIFACT="${2:?}"; shift 2 ;;
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--zip-prefix) ZIP_PREFIX="${2:?}"; shift 2 ;;
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--exe-name) EXE_NAME="${2:?}"; shift 2 ;;
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--display-name) DISPLAY_NAME="${2:?}"; shift 2 ;;
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--recompiler-build) RECOMPILER_BUILD="${2:?}"; shift 2 ;;
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--version-env) VERSION_ENV="${2:?}"; shift 2 ;;
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--disc-hint) DISC_HINT="${2:?}"; shift 2 ;;
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--project-file) PROJECT_FILES+=("${2:?}"); shift 2 ;;
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--project-dir) PROJECT_DIRS+=("${2:?}"); shift 2 ;;
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--runtime-bin) RUNTIME_BIN_DIR="${2:?}"; shift 2 ;;
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--root) ROOT="${2:?}"; shift 2 ;;
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--embed-toolchain) EMBED_TOOLCHAIN=1; shift ;;
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--no-embed-toolchain) EMBED_TOOLCHAIN=0; shift ;;
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*)
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echo "error: unknown arg: $1" >&2
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usage
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;;
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esac
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done
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if [[ -z "${BUILD_DIR}" || -z "${ARTIFACT}" || -z "${ZIP_PREFIX}" || -z "${EXE_NAME}" ]]; then
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echo "error: --build-dir, --artifact, --zip-prefix, and --exe-name are required" >&2
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usage
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fi
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if [[ -z "${DISPLAY_NAME}" ]]; then
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DISPLAY_NAME="${EXE_NAME}"
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fi
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ROOT="$(cd "${ROOT}" && pwd)"
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if [[ -d "${ROOT}/${BUILD_DIR}" ]]; then
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BUILD_DIR="$(cd "${ROOT}/${BUILD_DIR}" && pwd)"
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elif [[ -d "${BUILD_DIR}" ]]; then
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BUILD_DIR="$(cd "${BUILD_DIR}" && pwd)"
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else
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echo "error: build dir not found: ${BUILD_DIR}" >&2
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exit 1
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fi
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# Defaults for a typical title if caller passed none.
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# Codegen host sources live in psxrecomp/host/ (copied with the framework tree).
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if [[ ${#PROJECT_FILES[@]} -eq 0 && ${#PROJECT_DIRS[@]} -eq 0 ]]; then
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PROJECT_FILES=(CMakeLists.txt game.toml VERSION)
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for d in seeds launcher_assets; do
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if [[ -e "${ROOT}/${d}" ]]; then
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PROJECT_DIRS+=("${d}")
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fi
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done
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for f in codegen_setup.c codegen_setup.h DISC.md README.md; do
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if [[ -e "${ROOT}/${f}" ]]; then
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PROJECT_FILES+=("${f}")
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fi
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done
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fi
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# Resolve *requested* version from env / VERSION file (may be empty until stamp).
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REQUESTED=""
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if [[ -n "${VERSION_ENV}" ]]; then
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REQUESTED="${!VERSION_ENV:-}"
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fi
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if [[ -z "${REQUESTED}" && -n "${RELEASE_VERSION:-}" ]]; then
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REQUESTED="${RELEASE_VERSION}"
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fi
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if [[ -z "${REQUESTED}" && -n "${BPE_RELEASE_VERSION:-}" ]]; then
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REQUESTED="${BPE_RELEASE_VERSION}"
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fi
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if [[ -z "${REQUESTED}" && -f "${ROOT}/VERSION" ]]; then
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REQUESTED="$(tr -d '[:space:]' <"${ROOT}/VERSION")"
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fi
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REQUESTED="$(printf '%s' "${REQUESTED}" | tr -d '[:space:]')"
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REQUESTED="${REQUESTED#v}"
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DIST="${ROOT}/dist"
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STAGE="${DIST}/stage-setup-${ARTIFACT}"
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rm -rf "${STAGE}"
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mkdir -p "${STAGE}" "${DIST}"
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EXE=""
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for cand in \
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"${BUILD_DIR}/${EXE_NAME}" \
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"${BUILD_DIR}/${EXE_NAME}.exe" \
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"${BUILD_DIR}/Release/${EXE_NAME}.exe"
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do
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if [[ -f "${cand}" ]]; then
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EXE="${cand}"
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break
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fi
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done
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if [[ -z "${EXE}" ]]; then
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echo "error: setup host executable '${EXE_NAME}' not found under ${BUILD_DIR}" >&2
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ls -la "${BUILD_DIR}" >&2 || true
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exit 1
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fi
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# Authoritative lobby pin = stamp written at compile time next to the exe
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# (see runtime.cmake file(GENERATE) psx_game_version.txt). Never invent a
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# newer VERSION for the zip than what was baked into PSX_GAME_VERSION.
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normalize_ver() {
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local v
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v="$(printf '%s' "${1:-}" | tr -d '[:space:]')"
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v="${v#v}"
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printf '%s' "${v}"
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}
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BUILT=""
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for stamp in \
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"$(dirname "${EXE}")/psx_game_version.txt" \
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"${BUILD_DIR}/psx_game_version.txt" \
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"${BUILD_DIR}/Release/psx_game_version.txt"
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do
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if [[ -f "${stamp}" ]]; then
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BUILT="$(normalize_ver "$(cat "${stamp}")")"
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echo "lobby pin stamp: ${stamp} -> ${BUILT}"
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break
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fi
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done
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if [[ -z "${BUILT}" ]]; then
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echo "error: missing psx_game_version.txt next to ${EXE}" >&2
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echo " Rebuild with current psxrecomp runtime.cmake so the lobby pin is stamped." >&2
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echo " Refusing to package (VERSION file alone can drift from PSX_GAME_VERSION)." >&2
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exit 1
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fi
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if [[ -n "${REQUESTED}" && "${REQUESTED}" != "${BUILT}" ]]; then
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echo "error: RELEASE_VERSION/VERSION=${REQUESTED} but binary stamp=${BUILT}" >&2
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echo " Rebuild with -DPSX_GAME_VERSION=${REQUESTED} (or pin VERSION then reconfigure)," >&2
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echo " then re-run this packager. Shipping mismatched pins breaks netplay lobby lists." >&2
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exit 1
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fi
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VERSION="${BUILT}"
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printf '%s\n' "${VERSION}" >"${ROOT}/VERSION"
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ZIP_NAME="${ZIP_PREFIX}-${VERSION}-${ARTIFACT}.zip"
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rm -f "${DIST}/${ZIP_NAME}"
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cp -a "${EXE}" "${STAGE}/"
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# Ship the stamp beside the exe so installers / RetComM can prefer it over VERSION.
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if [[ -f "$(dirname "${EXE}")/psx_game_version.txt" ]]; then
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cp -a "$(dirname "${EXE}")/psx_game_version.txt" "${STAGE}/psx_game_version.txt"
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else
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printf '%s\n' "${VERSION}" >"${STAGE}/psx_game_version.txt"
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fi
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EXE_BASENAME="$(basename "${EXE}")"
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EXE_DIR="$(dirname "${EXE}")"
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# Windows: CMake may already have placed imported runtime DLLs (zlib1.dll)
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# next to the host. Copy siblings into the stage before MinGW bundling —
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# this packager used to copy only the .exe, so a missed PE-import walk
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# shipped hosts that die on clean machines with "zlib1.dll was not found".
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if [[ "${EXE_BASENAME}" == *.exe ]]; then
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shopt -s nullglob
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for dll in "${EXE_DIR}"/*.dll "${EXE_DIR}"/*.DLL; do
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[[ -f "${dll}" ]] || continue
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cp -a "${dll}" "${STAGE}/"
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echo "staged sibling DLL $(basename "${dll}")"
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done
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shopt -u nullglob
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fi
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if [[ ! -d "${EXE_DIR}/assets/fonts" || ! -d "${EXE_DIR}/assets/img" ]]; then
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echo "error: ${EXE_DIR}/assets/{fonts,img} missing — rebuild psx-runtime" >&2
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exit 1
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fi
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mkdir -p "${STAGE}/assets"
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cp -a "${EXE_DIR}/assets/fonts" "${STAGE}/assets/"
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cp -a "${EXE_DIR}/assets/img" "${STAGE}/assets/"
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if [[ ! -f "${STAGE}/assets/img/boxart.tga" && -f "${ROOT}/launcher_assets/img/boxart.tga" ]]; then
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cp -a "${ROOT}/launcher_assets/img/boxart.tga" "${STAGE}/assets/img/boxart.tga"
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fi
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copy_proj() {
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local rel="$1"
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if [[ -e "${ROOT}/${rel}" ]]; then
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mkdir -p "$(dirname "${STAGE}/${rel}")"
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cp -a "${ROOT}/${rel}" "${STAGE}/${rel}"
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else
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echo "error: missing ${rel}" >&2
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exit 1
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fi
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}
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for f in "${PROJECT_FILES[@]}"; do
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copy_proj "${f}"
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done
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for d in "${PROJECT_DIRS[@]}"; do
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copy_proj "${d}"
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done
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copy_tree_filtered() {
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local src="$1" dest="$2"
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shift 2
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mkdir -p "${dest}"
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if command -v rsync >/dev/null 2>&1; then
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rsync -a "$@" "${src}/" "${dest}/"
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else
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cp -a "${src}/." "${dest}/"
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rm -rf "${dest}/.git" "${dest}/recompiler/build" "${dest}/generated" 2>/dev/null || true
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find "${dest}" -type d -name '__pycache__' -prune -exec rm -rf {} + 2>/dev/null || true
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find "${dest}" -type d \( -name 'build' -o -name 'build-*' \) -prune -exec rm -rf {} + 2>/dev/null || true
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fi
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}
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if [[ ! -d "${ROOT}/psxrecomp" ]]; then
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echo "error: ${ROOT}/psxrecomp missing (expected framework submodule)" >&2
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exit 1
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fi
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if [[ ! -d "${ROOT}/recomp-ui" ]]; then
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echo "error: ${ROOT}/recomp-ui missing (expected UI submodule)" >&2
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exit 1
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fi
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copy_tree_filtered "${ROOT}/psxrecomp" "${STAGE}/psxrecomp" \
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--exclude '.git' \
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--exclude 'recompiler/build' \
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--exclude 'generated' \
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--exclude '__pycache__' \
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--exclude 'build' \
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--exclude 'build-*'
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copy_tree_filtered "${ROOT}/recomp-ui" "${STAGE}/recomp-ui" \
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--exclude '.git' \
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--exclude 'build' \
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--exclude '__pycache__'
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# Never ship game generated C or common disc working trees.
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rm -rf "${STAGE}/generated" "${STAGE}/bpe" "${STAGE}/motk" "${STAGE}/disc"
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STAGE_SDK="${SCRIPT_DIR}/stage_setup_sdk.sh"
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if [[ ! -f "${STAGE_SDK}" ]]; then
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echo "error: missing ${STAGE_SDK}" >&2
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exit 1
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fi
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chmod +x "${STAGE_SDK}" 2>/dev/null || true
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stage_args=(
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--stage "${STAGE}"
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--framework "${ROOT}/psxrecomp"
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--search-dir "${EXE_DIR}"
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--search-dir "${BUILD_DIR}"
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--runtime-bin "${RUNTIME_BIN_DIR}"
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--host-exe "${STAGE}/${EXE_BASENAME}"
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--recompiler-build "${RECOMPILER_BUILD}"
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)
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if [[ "${EMBED_TOOLCHAIN}" -eq 1 ]]; then
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if [[ -z "${PSXRECOMP_TOOLCHAIN_DIR:-${TOOLCHAIN_DIR:-${BPE_TOOLCHAIN_DIR:-}}}" ]]; then
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echo "error: --embed-toolchain requires PSXRECOMP_TOOLCHAIN_DIR (or TOOLCHAIN_DIR)" >&2
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exit 1
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fi
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stage_args+=(--toolchain-dir "${PSXRECOMP_TOOLCHAIN_DIR:-${TOOLCHAIN_DIR:-${BPE_TOOLCHAIN_DIR}}}")
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else
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stage_args+=(--allow-no-toolchain)
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fi
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bash "${STAGE_SDK}" "${stage_args[@]}"
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cat >"${STAGE}/README-SETUP.txt" <<EOF
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${DISPLAY_NAME} ${VERSION} — setup package
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Platform: ${ARTIFACT}
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One zip for first install and updates. Does NOT include disc images, retail
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BIOS dumps, pre-generated game C, or a portable cmake/clang pack. Emitters
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(psxrecomp-game / psxrecomp-bios) and the CLI are inside psxrecomp/.
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Standalone:
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1. Install Python 3.
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2. Run ${EXE_BASENAME}.
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3. Provide ${DISC_HINT} (and optional retail SCPH-1001 BIOS; otherwise
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OpenBIOS is regenerated locally).
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4. Follow the Generate & rebuild wizard. On first rebuild the host downloads
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cmake-clang-v1 from TechnicallyComputers/retcomm-toolchains (or you can
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pick a local cmake-clang-v1-*.zip for offline builds). System cmake/ninja
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also works if already on PATH.
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RetComM uses this same zip: it harvests emitters into a shared SDK cache,
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downloads the toolchain pack (or uses RETCOMM_TOOLCHAIN_DIR), and preserves
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saves/user config across updates.
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EOF
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find "${STAGE}" -exec touch -c {} + 2>/dev/null || find "${STAGE}" -exec touch {} +
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(
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cd "${STAGE}"
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if command -v zip >/dev/null 2>&1; then
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zip -r -q "${DIST}/${ZIP_NAME}" .
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else
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echo "error: zip not found" >&2
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exit 1
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fi
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)
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echo "Wrote ${DIST}/${ZIP_NAME}"
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du -h "${DIST}/${ZIP_NAME}"
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