1 Cross-compiling NetHack 3.7 Last edit: February 18, 2023
3 The NetHack 3.7 build process differs from the build process of previous
4 versions in some important ways. Those differences make it possible to use
5 a cross-compiler running on one platform (the "host" platform of the build)
6 to produce a binary NetHack package that can execute on an entirely different
10 A1. Why cross-compile?
11 A2. Building NetHack 3.6 (before)
12 A3. Building NetHack 3.7 (going forward)
13 A4. How was the build procedure reduced to 5 steps?
14 A5. How can I help with the cross-compiling initiative?
17 B1. Two sets of compiles and procedures
18 B2. What needs to be built and executed on the HOST?
19 B3. What needs to be built for the TARGET?
20 B4. Case sample: msdos
21 B5. Case sample: amiga (started but incomplete)
22 B6. Case sample: Web Assembly, libnh
24 --------------------------------------------------------------------------------
25 Part A - Cross-compiling NetHack
26 --------------------------------------------------------------------------------
28 +--------------------------+
29 | A1. Why cross-compile? |
30 +--------------------------+
32 By using cross-compilers on host platforms with fast processors, plenty of RAM
33 and storage resources, and an available cross-compiler, it may be possible to
34 keep or resurrect a working version of NetHack on platforms that are now too
35 constrained to carry out the build process natively on the platform anymore.
37 Some of the constraints in carrying out a native build on the desired target
38 may include, but not necessarily be limited to, any of the following:
40 o Access: Somebody with a working knowledge of the NetHack build process may
41 not have the desired target build platform available to them. Conversely,
42 somebody with a keen knowledge of the target platform, and access to it,
43 may not be all that familiar with the NetHack build process.
45 o Resources: Address space limitations, insufficient RAM, low amounts of disk
46 storage, slow processor performance, may impede the ability to execute the
47 compile process on the target platform.
49 o Compilers: Some of the native compilers on historical platforms may only
50 support the dialect of C that was popular when the platform and compiler
53 Another useful potential result of cross-compiling, is that it paves the way
54 for carrying out test and production builds of NetHack for multiple target
55 platforms through automated steps carried out on the host platform(s).
58 +-------------------------------------+
59 | A2. Building NetHack 3.6 (before) |
60 +-------------------------------------+
62 Very generally, the build of NetHack in past versions required the following
63 steps to be carried out:
65 1. Compile and link util/makedefs.
66 2. Run makedefs repeatedly with different command line options to produce
67 several output files that are required for:
68 (a) additional build steps to follow, including some header
69 files: pm.h, onames.h, date.h.
70 (b) creation of files, containing information required by,
71 or about the game during its execution, that are stored in a
72 portable, platform-independent way, that need to be inserted
73 into the game package.
74 (c) creation of files containing information required by, or about
75 the game during its execution, that are stored in an architecture
76 and/or platform and/or operating system dependent way, that need
77 to be inserted into the game package (the quest text format is
79 3. Compile and link the level compiler. This step needs to execute
80 work-alike tools to lex and yacc, or needs to build pre-built lex and
81 yacc output (.c, .h files) that are provided in the sys/share part of
82 the NetHack source code tree.
83 4. Execute the level compiler to read dat/*.des files and create
84 a set of binary output files that are architecture and/or operating
85 system dependent on the build platform, for use by the game during
87 5. Compile and link the dungeon compiler. Like the level compiler, this
88 step needs to execute work-alike tools to lex and yacc, or needs to
89 build pre-built lex and yacc output (.c, .h files) that are provided
90 in the sys/share part of the NetHack source code tree.
91 6. Execute the dungeon compiler to read dat/dungeon.def and create
92 a set of binary output files that are architecture and/or operating
93 system dependent on the build platform, for use by the game during
95 7. Compile and link several less critical utilities such as uudecode,
96 tile-generation utilities, and so forth, all of which need to execute
97 on the build platform during the build process to produce output files
98 for use during the game, that are reasonably portable (not architecture
99 and/or operating system dependent; only the output of the utilities
100 becomes part of the game package, not the executable utilities
102 8. Compile and link the game itself.
103 9. Package the game and its required files including the output from
104 previous steps 2b, 2c, 4, 6, 7 and 8 above.
106 Steps 1, 2a, 2b, 7, and 9 above are not impediments to cross-compiling NetHack.
108 Steps 2c, 3, 4, 5, 6 and 8 above are impediments to cross-compiling NetHack.
110 That's because the files that those steps produce are very much tied to the
111 platform where the build of NetHack is being carried out. Variations between
112 platforms (such as 32-bit vs 64-bit, integer sizes, pointer sizes, processor
113 byte order, data alignment requirements, struct padding and the way bitfields
114 are stored) impact the portability of those data files between different
115 platforms and operating systems. If all those things happen to match, the files
116 might, just might, be usable across platforms, but the chances are against it,
117 and that certainly cannot be counted on.
119 +------------------------------------------+
120 | A3. Building NetHack 3.7 (going forward) |
121 +------------------------------------------+
123 Again, very generally, the build of NetHack in 3.7 requires the following
124 steps to be carried out:
126 1. Compile and link util/makedefs.
127 2. Run makedefs repeatedly with different command line options to produce
128 several required output files that contain information required by the
129 game, or contain information about the game during its execution, that
130 are stored in a portable, platform-independent way, that need to be
131 inserted into the game package (makedefs -d, -o, -r, -h, -s).
132 3. Compile and link several less critical utilities such as uudecode,
133 tile-generation utilities, and so forth, all of which need to execute
134 on the build platform during the build process to produce output files
135 for use during the game, that are reasonably portable (not architecture
136 and/or operating system dependent; only the output of the utilities
137 becomes part of the game package, not the executable utilities
139 4. Compile and link the game components for the TARGET; that includes
140 NetHack itself, Lua, and any optional regular-expression or window port
141 libraries that you plan to link into the NetHack game executable.
142 5. Package the game and its required files including the output from
143 previous steps 2, 3 and 4 above.
145 Step 4 is now the only impediment to cross-compiling NetHack. That impediment
146 is resolved by executing step 4 using a cross-compiler that runs on the build (host)
147 platform to produce a resulting binary for the target platform, instead of
148 executing the native compiler.
150 +-----------------------------------------------------+
151 | A4. How was the build procedure reduced to 5 steps? |
152 +-----------------------------------------------------+
154 The following are among several design changes planned in NetHack 3.7,
155 and these specific changes are what altered the build process to make
156 cross-compiling possible:
158 o There is no creation of platform-dependent files, such as the quest
159 text files, by makedefs during the build process. Instead, the quest
160 text files have been converted to Lua and are inserted into the game
161 package for processing by the embedded Lua during execution of NetHack.
163 o There is no build-time level compiler involved. Instead, the level
164 descriptions have been converted to Lua and are inserted into the game
165 package for processing by the embedded Lua during execution of NetHack.
167 o There is no build-time dungeon compiler involved. Instead, the dungeon
168 description has been converted to Lua and is inserted into the game
169 package for processing by the embedded Lua during execution of NetHack.
171 o Some of the build and option information that was formerly produced
172 during build time by makedefs, and contained information about the
173 build-platform specifically, is now produced at runtime within the
174 game under a cross-compiled build. As such, it now produces information
175 applicable to the target NetHack environment, not the build environment.
177 +------------------------------------------------------------+
178 | A5. How can I help with the cross-compiling initiative? |
179 +------------------------------------------------------------+
181 o If you have a favourite target platform (let's call it XX-Platform for
182 example purposes) that you'd like to see NetHack be able to run on, do
183 some research to find out if a cross-compiler exists that:
184 - produces output for XX-Platform.
185 - executes on a platform that you use and love (Linux, Windows,
186 macOS are some examples of platforms that have cross-compilers
187 for other targets available)
189 o Then, make the community, devteam, and others aware that you're starting
190 a cross-compile of NetHack for XX-Platform. You might need to ask some
191 "starting out" questions initially, and as you get deeper into it, you
192 might need to ask some tougher questions.
194 o Perhaps consider forking from NetHack on GitHub, and do the
195 cross-compiler work there in your fork. Strive to get it to a point where
196 it's ready to play-test on XX-Platform, or perhaps even use an emulator
197 of XX-Platform if one is available. We live in a time where plenty do.
199 Doing your work on a GitHub fork has the following advantages:
200 - It will make it really simple to integrate your work back into
201 the NetHack source tree if that's one of your goals.
202 - It will make it possible and straightforward to merge upstream
203 NetHack changes into your work for the XX-Platform cross-compile
204 so that it stays current with the game as it evolves.
205 - You may get help from others in the form of suggestions, or
206 pull-requests, or offers to join the development. Chances are,
207 you aren't the only person out there that would like to
208 establish/resurrect/maintain NetHack on XX-Platform.
212 -----------------------------------------------------------------------------
213 Part B - Cross-compiling details
214 -----------------------------------------------------------------------------
217 B1. Two sets of compiles and procedures
218 B2. What needs to be built and executed on the HOST?
219 B3. What needs to be built for the TARGET?
220 B4. Case sample: msdos
222 +-----------------------------------------+
223 | B1. Two sets of compiles and procedures |
224 +-----------------------------------------+
226 The HOST is the platform/place that you're running the build procedures using
227 the native compiler/linker, and the cross-compiler/linker that runs on the HOST
228 to build the game for a TARGET platform.
231 1. Build mandatory utilities on the HOST.
232 2. Execute the mandatory utilities to generate components that will be used
233 during step 4 to build the game itself, or that will generate components
234 that will become part of the TARGET game package.
235 3. Build optional or enhancing utilities on the HOST, execute those
236 optional or enhancing utilities on the HOST to generate components that
237 will become part of the TARGET game package.
238 4. Execute a supported cross-compiler to compile the rest of the game
239 components like NetHack, Lua, and any optional libraries (the word
240 "supported", in this sense, means a compiler that runs on your HOST
241 build platform, and generates output executable files for the TARGET
244 It should be mentioned that you can execute the cross-compile build approach
245 to generate binaries for the same platform as the host, where the HOST
246 compiler and the TARGET compiler are the same.
249 +------------------------------------------------------+
250 | B2. What needs to be built and executed on the HOST? |
251 +------------------------------------------------------+
253 On the HOST, here are the mandatory things that have to be built.
255 a) Using the HOST native compiler, build HOST native utility makedefs
257 Compile and link the following with these compiler switches:
259 from sources: util/makedefs.c, src/mdlib.c, src/monst.c, src/objects.c
260 src/date.c, src/alloc.c
262 b) Execute HOST native makedefs utility, util/makedefs, as follows:
263 Required for complete packaging of the game, but not the C source
270 c) Using the HOST native compiler, build these additional utilities if your
271 target platform requires components that they produce. It is important
272 to note that all of the required source files need to be compiled to
273 native obj files for linking into the HOST-side utility. Some of the
274 source files (src/monst.c, src/objects.c) were likely already compiled
275 as native HOST-side obj files in order to build the native HOST utility
276 'makedefs' HOST utility above, and you don't need to compile them again
277 for use in linking other HOST utilities if the HOST-native obj files
278 produced from them are still around.
280 NOTE: There are some source files that need to be compiled for linking
281 into utilities that are needed on the HOST side, but that are also
282 needed again later as TARGET obj files for linking into the TARGET
283 executable, and therefore must be compiled twice.
284 They include: src/drawing.c, src/objects.c, src/monst.c,
285 src/alloc.c, util/panic.c. It is important to keep the compiled
286 HOST-side obj files produced by the HOST native compiler distinct from
287 the TARGET-side obj files produced by the cross-compiler. That can be
288 accomplished either by naming the generated object files a little
289 differently (perhaps with a suffix) between the HOST-side and the
290 TARGET-side, or by placing the HOST-side obj files and the TARGET-side
291 obj files into distinct, different directories during the build process.
292 Use whatever method works best for your cross-compile effort and tools.
296 from sources: src/dlb.c, src/dlb_main.c, src/alloc.c,
298 purpose: For packaging up many files that are
299 required components of the TARGET game
300 into a single nhdat or nhdat370 combined
305 from sources: sys/share/uudecode.c
306 purpose: convert some binary files, that are
307 distributed in the NetHack sources in
308 uuencoded format, back into their
309 original binary state
312 from sources: win/share/tilemap.c
313 purpose: produce output file src/tile.c that is
314 required for building TARGET packages with
319 from sources: win/share/tile2bmp.c, win/share/tiletext.c,
320 win/share/tilemap.c, src/drawing.c,
321 src/monst.c, src/objects.c
322 purpose: Read win/share/monsters.txt,
323 win/share/objects.txt and win/share/other.txt
324 files and produce a .bmp file.
328 from sources: win/share/gifread.c, win/share/tiletext.c,
329 win/share/tilemap.c, src/drawing.c,
330 src/monst.c, src/objects.c,
331 src/alloc.c, util/panic.c
332 purpose: Read win/share/monsters.txt,
333 win/share/objects.txt and win/share/other.txt
334 files and produce a .gif file.
338 from sources: win/share/ppmwrite.c, win/share/tiletext.c,
339 win/share/tilemap.c, src/drawing.c,
340 src/monst.c, src/objects.c,
341 src/alloc.c, util/panic.c
342 purpose: Read win/share/monsters.txt,
343 win/share/objects.txt and win/share/other.txt
344 files and produce a .ppm file.
347 +--------------------------------------------+
348 | B3. What needs to be built for the TARGET? |
349 +--------------------------------------------+
352 For the TARGET side, here are the mandatory things that have to be built via
353 the HOST-executed cross-compiler that generates code for the TARGET platform.
355 Using the cross-compiler, build the following targets:
357 a) NetHack sources (core is mandatory)
359 With the cross-compiler and linker for the TARGET platform,
360 cross-compile and link with these compiler switches:
361 -DCROSSCOMPILE and -DCROSSCOMPILE_TARGET
363 core sources (2019): src/allmain.c, src/alloc.c, src/apply.c,
364 src/artifact.c, src/attrib.c, src/ball.c,
365 src/bones.c, src/botl.c, src/cmd.c, src/dbridge.c,
366 src/decl.c, src/detect.c, src/dig.c, src/display.c,
367 src/dlb.c, src/do.c, src/do_name.c, src/do_wear.c,
368 src/dog.c, src/dogmove.c, src/dokick.c,
369 src/dothrow.c, src/drawing.c, src/dungeon.c,
370 src/eat.c, src/end.c, src/engrave.c, src/exper.c,
371 src/explode.c, src/extralev.c, src/files.c,
372 src/fountain.c, src/hack.c, src/hacklib.c,
373 src/insight.c, src/invent.c, src/isaac64.c,
374 src/light.c, src/lock.c, src/mail.c,
375 src/makemon.c, src/mcastu.c,
376 src/mdlib.c, src/mhitm.c, src/mhitu.c, src/minion.c,
377 src/mklev.c, src/mkmap.c, src/mkmaze.c, src/mkobj.c,
378 src/mkroom.c, src/mon.c, src/mondata.c,
379 src/monmove.c, src/monst.c, src/mplayer.c,
380 src/mthrowu.c, src/muse.c, src/music.c,
381 src/nhlsel.c, src/nhlua.c, src/nhlobj.c,
382 src/o_init.c, src/objects.c, src/objnam.c,
383 src/options.c, src/pager.c, src/pickup.c,
384 src/pline.c, src/polyself.c, src/potion.c,
385 src/pray.c, src/priest.c, src/quest.c,
386 src/questpgr.c, src/read.c, src/rect.c,
387 src/region.c, src/restore.c, src/rip.c, src/rnd.c,
388 src/role.c, src/rumors.c, src/save.c, src/sfstruct.c,
389 src/shk.c, src/shknam.c, src/sit.c, src/sounds.c,
390 src/sp_lev.c, src/spell.c, src/steal.c, src/steed.c,
391 src/symbols.c, src/sys.c, src/teleport.c,
392 src/timeout.c, src/topten.c, src/track.c,
393 src/trap.c, src/u_init.c, src/uhitm.c, src/vault.c,
394 src/version.c, src/vision.c,
395 src/weapon.c, src/were.c, src/wield.c, src/windows.c,
396 src/wizard.c, src/worm.c, src/worn.c, src/write.c,
397 src/zap.c, sys/share/cppregex.cpp
399 tty sources: win/tty/getline.c, win/tty/termcap.c,
400 win/tty/topl.c, win/tty/wintty.c
402 generated (if req'd):
405 plus your platform-specific source files that contain main, typically
406 *main.c, and unix support in *unix.c, tty support in *tty.c, and other
407 system support in *sys.c as well as others sources pertaining to your
408 specific target platform(s).
410 b) Lua (mandatory in 3.7)
414 from sources: lua.c, lapi.c, lauxlib.c, lbaselib.c, lcode.c,
415 lcorolib.c, lctype.c, ldblib.c, ldebug.c,
416 ldo.c, ldump.c, lfunc.c, lgc.c, linit.c,
417 liolib.c, llex.c, lmathlib.c, lmem.c,
418 loadlib.c, lobject.c, lopcodes.c,
419 loslib.c, lparser.c, lstate.c, lstring.c,
420 lstrlib.c, ltable.c, ltablib.c, ltm.c,
421 lundump.c, lutf8lib.c, lvm.c, lzio.c,
423 purpose: links into the game executable to interpret
424 lua level description files, lua dungeon
425 description files, and a lua quest text file.
427 d) recover (optional if desired/required; some targets have recover
428 functionality built into NetHack itself)
430 c) Additional optional library packages/obj files as required
433 or lib/pdcursesmod/...
435 from sources: addch.c, addchstr.c, addstr.c, attr.c, beep.c,
436 bkgd.c, border.c, clear.c, color.c, delch.c,
437 deleteln.c, getch.c, getstr.c, getyx.c,
438 inch.c, inchstr.c, initscr.c, inopts.c,
439 insch.c, insstr.c, instr.c, kernel.c,
440 keyname.c, mouse.c, move.c, outopts.c,
441 overlay.c, pad.c, panel.c, printw.c,
442 refresh.c, scanw.c, scr_dump.c, scroll.c,
443 slk.c, termattr.c, touch.c, util.c, window.c,
444 debug.c, pdcclip.c, pdcdisp.c, pdcgetsc.c,
446 purpose: underlying curses platform support for some
447 target platforms where inclusion of the
448 NetHack curses window port in win/curses is
451 +-------------------------+
452 | B4. Case sample: msdos |
453 +-------------------------+
455 Cross-compiler used: Andrew Wu's djgpp cross-compiler
456 Cross-compiler url: https://github.com/andrewwutw/build-djgpp
457 Cross-compiler pre-built binary downloads:
458 https://github.com/andrewwutw/build-djgpp/releases
460 Cross-compiler bits tested:
461 https://github.com/andrewwutw/build-djgpp
462 and the pre-built binary for your platform from:
463 https://github.com/andrewwutw/build-djgpp/releases
464 and a DOS-extender (for including in msdos packaging) from
465 http://sandmann.dotster.com/cwsdpmi/csdpmi7b.zip
467 https://github.com/wmcbrine/PDCurses.git
469 https://github.com/Bill-Gray/PDCursesMod.git
471 - A shell script to download that djgpp cross-compiler and associated
472 pieces for either linux or macOS is available:
474 sh sys/msdos/fetch-cross-compiler.sh
476 That script won't install anything, it just does file fetches and stores
477 them in subfolders of lib. The linux.370 and macOS.370 hints files are
478 configured to find the cross-compiler there if you add
480 on your make command line.
482 Note: Both the fetch-cross-compiler.sh script and and the msdos
483 cross-compile and package procedures require unzip and zip to be available
484 on your host build system.
488 cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
493 cd sys/unix ; sh setup.sh hints/macOS.370 ; cd ../..
496 The MSDOS cross-compile can then be carried out by specifying
497 CROSS_TO_MSDOS=1 on the make command line:
499 make CROSS_TO_MSDOS=1 all
500 make CROSS_TO_MSDOS=1 package
502 You can explicitly include tty and curses support if desired. The default
503 you'll end up with is a tty-only cross-compile build:
505 make WANT_WIN_TTY=1 WANT_WIN_CURSES=1 CROSS_TO_MSDOS=1 package
507 Result: The "make package" target will bundle all of the necessary
508 components to run NetHack on msdos into a folder:
510 and then it zips the contents of that folder into:
511 targets/msdos/nh370dos.zip
513 Also note that building the msdos targets using the make command
514 above, does not preclude you from building local linux or macOS
515 targets as well. Just drop the CROSS_TO_MSDOS=1 from the make
516 command line. That's because the cross-compiler hints additions are
517 enclosed inside ifdef sections and won't interfere with the
518 non-cross-compile build in that case.
520 +-------------------------+
521 | B5. Case sample: amiga |
522 +-------------------------+
524 Disclaimer: This is a minimal recipe, just to help someone else get
525 started if they have a desire to get a full cross-compile of
526 NetHack going for the Amiga.
529 Cross-compiler used: bebbo's amiga-gcc
530 Cross-compiler url: https://github.com/bebbo/amiga-gcc
532 To our knowledge, a pre-built copy of the cross-compiler isn't available,
533 so you will likely have to obtain the cross-compiler sources via git and
534 build it on your system.
536 The build prerequisite packages for building the compiler on Ubuntu can be
539 sudo apt install make wget git gcc g++ lhasa libgmp-dev \
540 libmpfr-dev libmpc-dev flex bison gettext texinfo ncurses-dev \
543 The build prerequisite packages for macOS via homebrew are documented but
544 not tested by us any of us to date.
546 brew install bash wget make lhasa gmp mpfr libmpc flex gettext \
547 texinfo gcc make autoconf
549 After installing the prerequite packages and the cross-compiler
550 it was a straightforward build:
552 git clone https://github.com/bebbo/amiga-gcc.git
556 [Note that you may have to take ownership of the files in the bebbo
557 repo via chown before succesfully carrying out the next steps]
561 date; make all -j3 >&b.log; date
563 The compiler pieces are installed in /opt/amiga by default. If you prefer,
564 you can alter the prefix before you build if you want. The instructions
565 for doing so were spelled out at the time of this writing at:
567 https://github.com/bebbo/amiga-gcc
571 cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
576 cd sys/unix ; sh setup.sh hints/macOS.370 ; cd ../..
579 The Amiga cross-compile can then be carried out by specifying
580 CROSS_TO_AMIGA=1 on the make command line:
582 make CROSS_TO_AMIGA=1 all
583 make CROSS_TO_AMIGA=1 package
585 You can explicitly include tty and curses support if desired, otherwise
586 you'll end up with a tty-only cross-compile build. The SDL1 pdcurses
587 support has not been tested.
589 make WANT_WIN_TTY=1 WANT_WIN_CURSES=1 CROSS_TO_AMIGA=1 all
591 Result: The "make package" target will bundle the (hopefully) necessary
592 components to run NetHack on msdos into a folder:
594 and then it zips the contents of that folder into:
595 targets/amiga/nh370ami.zip
597 Also note that building the amiga targets using the make command
598 above, does not preclude you from building local linux or macOS
599 targets as well. Just drop the CROSS_TO_AMIGA=1 from the make
602 The cross-compiler hints additions are enclosed inside ifdef sections
603 and won't interfere with the non-cross-compile build in that case.
605 CAVEATS: The original NetHack Amiga build steps included the source for
606 some utilities that were built and executed on the amiga:
608 as part of the NetHack build procedure on amiga.
609 Those did not compile out-of-the-box on the linux host. They
610 will either have to be:
611 - ported to build and run on the linux or macOS cross-compile
615 - their functionality will have to be rolled into amiga NetHack
616 itself and executed on the target Amiga the first time the game
619 If you make headway, or are successful getting a working copy of
620 NetHack going on the amiga, drop us a note at devteam@nethack.org.
622 +--------------------------------+
623 | B6. Case sample: Web Assembly |
624 +--------------------------------+
626 Credit: The initial Web Assembly cross compile was found in a pull request:
627 https://github.com/NetHack/NetHack/pull/385
628 by apowers313. The pull request was merged with some accompanying
629 NetHack source tree integration changes in early October 2020.
631 Cross-compiler used: emscripten
632 Cross-compiler url: https://emscripten.org/docs/getting_started/downloads.html
634 Here's a brief guide to obtaining the cross-compiler sources via git and
635 building it on your system.
637 For Ubuntu, the build prerequisite packages for building the compiler can
640 sudo apt-get install python3 cmake default-jre
642 For macOS, you will need to install Xcode, git, cmake, Python 3.5 or new
643 (at time of this writing).
645 After installing the prerequite packages above, obtain the cross-compiler
646 via git and build it from the directory of your choice using steps similar
649 git clone https://github.com/emscripten-core/emsdk.git
652 ./emsdk install latest
653 ./emsdk activate latest
654 source ./emsdk_env.sh
656 The steps above reflect what was outlined at this url at the time
659 https://emscripten.org/docs/getting_started/downloads.html
661 That is the definitive source and trumps anything documented here.
663 On your linux host, prepare to cross-compile NetHack as follows:
665 cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
668 On your macOS host, prepare to cross-compile NetHack as follows:
670 cd sys/unix ; sh setup.sh hints/macOS.370 ; cd ../..
673 Then, cross-compile to targets/wasm as follows:
677 You can build src/libnh.a from pull request 385 as follows:
681 Do not add any additional windowport interfaces to your build
682 (such as WANT_WIN_TTY=1 WANT_WIN_CURSES=1 WANT_WIN_X11=1 or
683 WANT_WIN_QT=1) as those aren't applicable to the Web Assembly
684 or nethacklib builds. A "shim" pseudo-windowport is included
685 from pull request 385.
687 Result: As mentioned, the wasm cross-compile will end up in
688 targets/wasm and the nethacklib.a will end up in
691 The cross-compiler hints additions are enclosed inside ifdef sections
692 and shouldn't interfere with the non-cross-compile builds using
693 hints/linux.370 or hints/macOS.370.