Getting a development environment set up is never a picnic, especially not for a project as advanced as Ironfist. This tutorial aims to remove as much of the pain as possible.
Our code interacts with the code of the original game at the binary level, and we're stuck using Microsoft tools as a result of some of the features we use to do this.
What You'll Need
- A checked-out repository (see Setting up the Repository)
- Microsoft Visual Studio (free versions should do, but make sure they have C++)
Setup
The first step is to create a new project in Visual Studio. In the "New Project" dialog, select Win32 Console Application under Visual C++.
Once you have created the new project, add everything in the ironfist/src/cpp directory and ironfist/src/asm. Additionally, add common/asm/heroes2.asm. Now we'll need to set some options. Open the Project->Properties menu, and set options as stated below:
Section |
Field |
Value
|
Configuration Properties: General |
Character Set |
Use Multi-Byte Character Set |
Configuration Properties: C/C++: Precompiled Headers |
Precompiled Header |
Not using Precompiled Headers |
Configuration Properties: Linker: General |
Additional Library Directories |
Add the common\lib directory |
Configuration Properties: Linker: Input |
Additional Dependencies |
Append ;wing32.lib; smackw32.lib; mss32.lib |
Additionally, if you are on 64-bit Windows, you will need to make sure the game is compiled for 32-bit.
And now, the hardest part. Most of the game still lives in assembly, so there's a bit more work to do. Add the common/asm/heroes2.asm file. We'll now configure it to be assembled whenever the project is built. Right click on heroes2.asm in the Solution Explorer, and open the Properties menu. Under "Item Type," select "Custom Build Tool."
Now, under the "Custom Build Tool:General" heading, set "Command Line" to
"$(VCInstallDir)\bin\ml.exe" /c /Cx /coff /I "<path to ironfist/src/asm>" "%(FullPath)"
Set "Outputs" to
%(Filename).obj
Build the project from the "Build" menu. You should now see a shiny new executable file in the project's output folder. Congratulations! You are now ready to code on Project Ironfist.
Note
There are *a lot* of versions of Visual Studio. Don't hesitate to comment if you have any problems.
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