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
25 --------------------------------------------------------------------------------
26 Part A - Cross-compiling NetHack
27 --------------------------------------------------------------------------------
29 +--------------------------+
30 | A1. Why cross-compile? |
31 +--------------------------+
33 By using cross-compilers on host platforms with fast processors, plenty of RAM
34 and storage resources, and an available cross-compiler, it may be possible to
35 keep or resurrect a working version of NetHack on platforms that are now too
36 constrained to carry out the build process natively on the platform anymore.
38 Some of the constraints in carrying out a native build on the desired target
39 may include, but not necessarily be limited to, any of the following:
41 o Access: Somebody with a working knowledge of the NetHack build process may
42 not have the desired target build platform available to them. Conversely,
43 somebody with a keen knowledge of the target platform, and access to it,
44 may not be all that familiar with the NetHack build process.
46 o Resources: Address space limitations, insufficient RAM, low amounts of disk
47 storage, slow processor performance, may impede the ability to execute the
48 compile process on the target platform.
50 o Compilers: Some of the native compilers on historical platforms may only
51 support the dialect of C that was popular when the platform and compiler
54 Another useful potential result of cross-compiling, is that it paves the way
55 for carrying out test and production builds of NetHack for multiple target
56 platforms through automated steps carried out on the host platform(s).
59 +-------------------------------------+
60 | A2. Building NetHack 3.6 (before) |
61 +-------------------------------------+
63 Very generally, the build of NetHack in past versions required the following
64 steps to be carried out:
66 1. Compile and link util/makedefs.
67 2. Run makedefs repeatedly with different command line options to produce
68 several output files that are required for:
69 (a) additional build steps to follow, including some header
70 files: pm.h, onames.h, date.h.
71 (b) creation of files, containing information required by,
72 or about the game during its execution, that are stored in a
73 portable, platform-independent way, that need to be inserted
74 into the game package.
75 (c) creation of files containing information required by, or about
76 the game during its execution, that are stored in an architecture
77 and/or platform and/or operating system dependent way, that need
78 to be inserted into the game package (the quest text format is
80 3. Compile and link the level compiler. This step needs to execute
81 work-alike tools to lex and yacc, or needs to build pre-built lex and
82 yacc output (.c, .h files) that are provided in the sys/share part of
83 the NetHack source code tree.
84 4. Execute the level compiler to read dat/*.des files and create
85 a set of binary output files that are architecture and/or operating
86 system dependent on the build platform, for use by the game during
88 5. Compile and link the dungeon compiler. Like the level compiler, this
89 step needs to execute work-alike tools to lex and yacc, or needs to
90 build pre-built lex and yacc output (.c, .h files) that are provided
91 in the sys/share part of the NetHack source code tree.
92 6. Execute the dungeon compiler to read dat/dungeon.def and create
93 a set of binary output files that are architecture and/or operating
94 system dependent on the build platform, for use by the game during
96 7. Compile and link several less critical utilities such as uudecode,
97 tile-generation utilities, and so forth, all of which need to execute
98 on the build platform during the build process to produce output files
99 for use during the game, that are reasonably portable (not architecture
100 and/or operating system dependent; only the output of the utilities
101 becomes part of the game package, not the executable utilities
103 8. Compile and link the game itself.
104 9. Package the game and its required files including the output from
105 previous steps 2b, 2c, 4, 6, 7 and 8 above.
107 Steps 1, 2a, 2b, 7, and 9 above are not impediments to cross-compiling NetHack.
109 Steps 2c, 3, 4, 5, 6 and 8 above are impediments to cross-compiling NetHack.
111 That's because the files that those steps produce are very much tied to the
112 platform where the build of NetHack is being carried out. Variations between
113 platforms (such as 32-bit vs 64-bit, integer sizes, pointer sizes, processor
114 byte order, data alignment requirements, struct padding and the way bitfields
115 are stored) impact the portability of those data files between different
116 platforms and operating systems. If all those things happen to match, the files
117 might, just might, be usable across platforms, but the chances are against it,
118 and that certainly cannot be counted on.
120 +------------------------------------------+
121 | A3. Building NetHack 3.7 (going forward) |
122 +------------------------------------------+
124 Again, very generally, the build of NetHack in 3.7 requires the following
125 steps to be carried out:
127 1. Compile and link util/makedefs.
128 2. Run makedefs repeatedly with different command line options to produce
129 several required output files that contain information required by the
130 game, or contain information about the game during its execution, that
131 are stored in a portable, platform-independent way, that need to be
132 inserted into the game package (makedefs -d, -o, -r, -h, -s).
133 3. Compile and link several less critical utilities such as uudecode,
134 tile-generation utilities, and so forth, all of which need to execute
135 on the build platform during the build process to produce output files
136 for use during the game, that are reasonably portable (not architecture
137 and/or operating system dependent; only the output of the utilities
138 becomes part of the game package, not the executable utilities
140 4. Compile and link the game components for the TARGET; that includes
141 NetHack itself, Lua, and any optional regular-expression or window port
142 libraries that you plan to link into the NetHack game executable.
143 5. Package the game and its required files including the output from
144 previous steps 2, 3 and 4 above.
146 Step 4 is now the only impediment to cross-compiling NetHack. That impediment
147 is resolved by executing step 4 using a cross-compiler that runs on the build (host)
148 platform to produce a resulting binary for the target platform, instead of
149 executing the native compiler.
151 +-----------------------------------------------------+
152 | A4. How was the build procedure reduced to 5 steps? |
153 +-----------------------------------------------------+
155 The following are among several design changes planned in NetHack 3.7,
156 and these specific changes are what altered the build process to make
157 cross-compiling possible:
159 o There is no creation of platform-dependent files, such as the quest
160 text files, by makedefs during the build process. Instead, the quest
161 text files have been converted to Lua and are inserted into the game
162 package for processing by the embedded Lua during execution of NetHack.
164 o There is no build-time level compiler involved. Instead, the level
165 descriptions have been converted to Lua and are inserted into the game
166 package for processing by the embedded Lua during execution of NetHack.
168 o There is no build-time dungeon compiler involved. Instead, the dungeon
169 description has been converted to Lua and is inserted into the game
170 package for processing by the embedded Lua during execution of NetHack.
172 o Some of the build and option information that was formerly produced
173 during build time by makedefs, and contained information about the
174 build-platform specifically, is now produced at runtime within the
175 game under a cross-compiled build. As such, it now produces information
176 applicable to the target NetHack environment, not the build environment.
178 +------------------------------------------------------------+
179 | A5. How can I help with the cross-compiling initiative? |
180 +------------------------------------------------------------+
182 o If you have a favourite target platform (let's call it XX-Platform for
183 example purposes) that you'd like to see NetHack be able to run on, do
184 some research to find out if a cross-compiler exists that:
185 - produces output for XX-Platform.
186 - executes on a platform that you use and love (Linux, Windows,
187 macOS are some examples of platforms that have cross-compilers
188 for other targets available)
190 o Then, make the community, devteam, and others aware that you're starting
191 a cross-compile of NetHack for XX-Platform. You might need to ask some
192 "starting out" questions initially, and as you get deeper into it, you
193 might need to ask some tougher questions.
195 o Perhaps consider forking from NetHack on GitHub, and do the
196 cross-compiler work there in your fork. Strive to get it to a point where
197 it's ready to play-test on XX-Platform, or perhaps even use an emulator
198 of XX-Platform if one is available. We live in a time where plenty do.
200 Doing your work on a GitHub fork has the following advantages:
201 - It will make it really simple to integrate your work back into
202 the NetHack source tree if that's one of your goals.
203 - It will make it possible and straightforward to merge upstream
204 NetHack changes into your work for the XX-Platform cross-compile
205 so that it stays current with the game as it evolves.
206 - You may get help from others in the form of suggestions, or
207 pull-requests, or offers to join the development. Chances are,
208 you aren't the only person out there that would like to
209 establish/resurrect/maintain NetHack on XX-Platform.
213 -----------------------------------------------------------------------------
214 Part B - Cross-compiling details
215 -----------------------------------------------------------------------------
218 B1. Two sets of compiles and procedures
219 B2. What needs to be built and executed on the HOST?
220 B3. What needs to be built for the TARGET?
221 B4. Case sample: msdos
223 +-----------------------------------------+
224 | B1. Two sets of compiles and procedures |
225 +-----------------------------------------+
227 The HOST is the platform/place that you're running the build procedures using
228 the native compiler/linker, and the cross-compiler/linker that runs on the HOST
229 to build the game for a TARGET platform.
232 1. Build mandatory utilities on the HOST.
233 2. Execute the mandatory utilities to generate components that will be used
234 during step 4 to build the game itself, or that will generate components
235 that will become part of the TARGET game package.
236 3. Build optional or enhancing utilities on the HOST, execute those
237 optional or enhancing utilities on the HOST to generate components that
238 will become part of the TARGET game package.
239 4. Execute a supported cross-compiler to compile the rest of the game
240 components like NetHack, Lua, and any optional libraries (the word
241 "supported", in this sense, means a compiler that runs on your HOST
242 build platform, and generates output executable files for the TARGET
245 It should be mentioned that you can execute the cross-compile build approach
246 to generate binaries for the same platform as the host, where the HOST
247 compiler and the TARGET compiler are the same.
250 +------------------------------------------------------+
251 | B2. What needs to be built and executed on the HOST? |
252 +------------------------------------------------------+
254 On the HOST, here are the mandatory things that have to be built.
256 a) Using the HOST native compiler, build HOST native utility makedefs
258 Compile and link the following with these compiler switches:
260 from sources: util/makedefs.c, src/mdlib.c, src/monst.c, src/objects.c
261 src/date.c, src/alloc.c
263 b) Execute HOST native makedefs utility, util/makedefs, as follows:
264 Required for complete packaging of the game, but not the C source
271 c) Using the HOST native compiler, build these additional utilities if your
272 target platform requires components that they produce. It is important
273 to note that all of the required source files need to be compiled to
274 native obj files for linking into the HOST-side utility. Some of the
275 source files (src/monst.c, src/objects.c) were likely already compiled
276 as native HOST-side obj files in order to build the native HOST utility
277 'makedefs' HOST utility above, and you don't need to compile them again
278 for use in linking other HOST utilities if the HOST-native obj files
279 produced from them are still around.
281 NOTE: There are some source files that need to be compiled for linking
282 into utilities that are needed on the HOST side, but that are also
283 needed again later as TARGET obj files for linking into the TARGET
284 executable, and therefore must be compiled twice.
285 They include: src/drawing.c, src/objects.c, src/monst.c,
286 src/alloc.c, util/panic.c. It is important to keep the compiled
287 HOST-side obj files produced by the HOST native compiler distinct from
288 the TARGET-side obj files produced by the cross-compiler. That can be
289 accomplished either by naming the generated object files a little
290 differently (perhaps with a suffix) between the HOST-side and the
291 TARGET-side, or by placing the HOST-side obj files and the TARGET-side
292 obj files into distinct, different directories during the build process.
293 Use whatever method works best for your cross-compile effort and tools.
297 from sources: src/dlb.c, src/dlb_main.c, src/alloc.c,
299 purpose: For packaging up many files that are
300 required components of the TARGET game
301 into a single nhdat or nhdat370 combined
306 from sources: sys/share/uudecode.c
307 purpose: convert some binary files, that are
308 distributed in the NetHack sources in
309 uuencoded format, back into their
310 original binary state
313 from sources: win/share/tilemap.c
314 purpose: produce output file src/tile.c that is
315 required for building TARGET packages with
320 from sources: win/share/tile2bmp.c, win/share/tiletext.c,
321 win/share/tilemap.c, src/drawing.c,
322 src/monst.c, src/objects.c
323 purpose: Read win/share/monsters.txt,
324 win/share/objects.txt and win/share/other.txt
325 files and produce a .bmp file.
329 from sources: win/share/gifread.c, win/share/tiletext.c,
330 win/share/tilemap.c, src/drawing.c,
331 src/monst.c, src/objects.c,
332 src/alloc.c, util/panic.c
333 purpose: Read win/share/monsters.txt,
334 win/share/objects.txt and win/share/other.txt
335 files and produce a .gif file.
339 from sources: win/share/ppmwrite.c, win/share/tiletext.c,
340 win/share/tilemap.c, src/drawing.c,
341 src/monst.c, src/objects.c,
342 src/alloc.c, util/panic.c
343 purpose: Read win/share/monsters.txt,
344 win/share/objects.txt and win/share/other.txt
345 files and produce a .ppm file.
348 +--------------------------------------------+
349 | B3. What needs to be built for the TARGET? |
350 +--------------------------------------------+
353 For the TARGET side, here are the mandatory things that have to be built via
354 the HOST-executed cross-compiler that generates code for the TARGET platform.
356 Using the cross-compiler, build the following targets:
358 a) NetHack sources (core is mandatory)
360 With the cross-compiler and linker for the TARGET platform,
361 cross-compile and link with these compiler switches:
362 -DCROSSCOMPILE and -DCROSSCOMPILE_TARGET
364 core sources (2019): src/allmain.c, src/alloc.c, src/apply.c,
365 src/artifact.c, src/attrib.c, src/ball.c,
366 src/bones.c, src/botl.c, src/cmd.c, src/dbridge.c,
367 src/decl.c, src/detect.c, src/dig.c, src/display.c,
368 src/dlb.c, src/do.c, src/do_name.c, src/do_wear.c,
369 src/dog.c, src/dogmove.c, src/dokick.c,
370 src/dothrow.c, src/drawing.c, src/dungeon.c,
371 src/eat.c, src/end.c, src/engrave.c, src/exper.c,
372 src/explode.c, src/extralev.c, src/files.c,
373 src/fountain.c, src/hack.c, src/hacklib.c,
374 src/insight.c, src/invent.c, src/isaac64.c,
375 src/light.c, src/lock.c, src/mail.c,
376 src/makemon.c, src/mcastu.c,
377 src/mdlib.c, src/mhitm.c, src/mhitu.c, src/minion.c,
378 src/mklev.c, src/mkmap.c, src/mkmaze.c, src/mkobj.c,
379 src/mkroom.c, src/mon.c, src/mondata.c,
380 src/monmove.c, src/monst.c, src/mplayer.c,
381 src/mthrowu.c, src/muse.c, src/music.c,
382 src/nhlsel.c, src/nhlua.c, src/nhlobj.c,
383 src/o_init.c, src/objects.c, src/objnam.c,
384 src/options.c, src/pager.c, src/pickup.c,
385 src/pline.c, src/polyself.c, src/potion.c,
386 src/pray.c, src/priest.c, src/quest.c,
387 src/questpgr.c, src/read.c, src/rect.c,
388 src/region.c, src/restore.c, src/rip.c, src/rnd.c,
389 src/role.c, src/rumors.c, src/save.c, src/sfstruct.c,
390 src/shk.c, src/shknam.c, src/sit.c, src/sounds.c,
391 src/sp_lev.c, src/spell.c, src/steal.c, src/steed.c,
392 src/symbols.c, src/sys.c, src/teleport.c,
393 src/timeout.c, src/topten.c, src/track.c,
394 src/trap.c, src/u_init.c, src/uhitm.c, src/vault.c,
395 src/version.c, src/vision.c,
396 src/weapon.c, src/were.c, src/wield.c, src/windows.c,
397 src/wizard.c, src/worm.c, src/worn.c, src/write.c,
398 src/zap.c, sys/share/cppregex.cpp
400 tty sources: win/tty/getline.c, win/tty/termcap.c,
401 win/tty/topl.c, win/tty/wintty.c
403 generated (if req'd):
406 plus your platform-specific source files that contain main, typically
407 *main.c, and unix support in *unix.c, tty support in *tty.c, and other
408 system support in *sys.c as well as others sources pertaining to your
409 specific target platform(s).
411 b) Lua (mandatory in 3.7)
415 from sources: lua.c, lapi.c, lauxlib.c, lbaselib.c, lcode.c,
416 lcorolib.c, lctype.c, ldblib.c, ldebug.c,
417 ldo.c, ldump.c, lfunc.c, lgc.c, linit.c,
418 liolib.c, llex.c, lmathlib.c, lmem.c,
419 loadlib.c, lobject.c, lopcodes.c,
420 loslib.c, lparser.c, lstate.c, lstring.c,
421 lstrlib.c, ltable.c, ltablib.c, ltm.c,
422 lundump.c, lutf8lib.c, lvm.c, lzio.c,
424 purpose: links into the game executable to interpret
425 lua level description files, lua dungeon
426 description files, and a lua quest text file.
428 d) recover (optional if desired/required; some targets have recover
429 functionality built into NetHack itself)
431 c) Additional optional library packages/obj files as required
434 or lib/pdcursesmod/...
436 from sources: addch.c, addchstr.c, addstr.c, attr.c, beep.c,
437 bkgd.c, border.c, clear.c, color.c, delch.c,
438 deleteln.c, getch.c, getstr.c, getyx.c,
439 inch.c, inchstr.c, initscr.c, inopts.c,
440 insch.c, insstr.c, instr.c, kernel.c,
441 keyname.c, mouse.c, move.c, outopts.c,
442 overlay.c, pad.c, panel.c, printw.c,
443 refresh.c, scanw.c, scr_dump.c, scroll.c,
444 slk.c, termattr.c, touch.c, util.c, window.c,
445 debug.c, pdcclip.c, pdcdisp.c, pdcgetsc.c,
447 purpose: underlying curses platform support for some
448 target platforms where inclusion of the
449 NetHack curses window port in win/curses is
452 +-------------------------+
453 | B4. Case sample: msdos |
454 +-------------------------+
456 Cross-compiler used: Andrew Wu's djgpp cross-compiler
457 Cross-compiler url: https://github.com/andrewwutw/build-djgpp
458 Cross-compiler pre-built binary downloads:
459 https://github.com/andrewwutw/build-djgpp/releases
461 Cross-compiler bits tested:
462 https://github.com/andrewwutw/build-djgpp
463 and the pre-built binary for your platform from:
464 https://github.com/andrewwutw/build-djgpp/releases
465 and a DOS-extender (for including in msdos packaging) from
466 http://sandmann.dotster.com/cwsdpmi/csdpmi7b.zip
468 https://github.com/wmcbrine/PDCurses.git
470 https://github.com/Bill-Gray/PDCursesMod.git
472 - A shell script to download that djgpp cross-compiler and associated
473 pieces for either linux or macOS is available:
475 sh sys/msdos/fetch-cross-compiler.sh
477 That script won't install anything, it just does file fetches and stores
478 them in subfolders of lib. The linux.370 and macOS.370 hints files are
479 configured to find the cross-compiler there if you add
481 on your make command line.
483 Note: Both the fetch-cross-compiler.sh script and the msdos
484 cross-compile and package procedures require unzip and zip to be available
485 on your host build system.
489 cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
494 cd sys/unix ; sh setup.sh hints/macOS.370 ; cd ../..
497 The MSDOS cross-compile can then be carried out by specifying
498 CROSS_TO_MSDOS=1 on the make command line:
500 make CROSS_TO_MSDOS=1 all
501 make CROSS_TO_MSDOS=1 package
503 You can explicitly include tty and curses support if desired. The default
504 you'll end up with is a tty-only cross-compile build:
506 make WANT_WIN_TTY=1 WANT_WIN_CURSES=1 CROSS_TO_MSDOS=1 package
508 Result: The "make package" target will bundle all of the necessary
509 components to run NetHack on msdos into a folder:
511 and then it zips the contents of that folder into:
512 targets/msdos/nh370dos.zip
514 Also note that building the msdos targets using the make command
515 above, does not preclude you from building local linux or macOS
516 targets as well. Just drop the CROSS_TO_MSDOS=1 from the make
517 command line. That's because the cross-compiler hints additions are
518 enclosed inside ifdef sections and won't interfere with the
519 non-cross-compile build in that case.
521 +-------------------------+
522 | B5. Case sample: amiga |
523 +-------------------------+
525 Disclaimer: This is a minimal recipe, just to help someone else get
526 started if they have a desire to get a full cross-compile of
527 NetHack going for the Amiga.
530 Cross-compiler used: bebbo's amiga-gcc
531 Cross-compiler url: https://github.com/bebbo/amiga-gcc
533 To our knowledge, a pre-built copy of the cross-compiler isn't available,
534 so you will likely have to obtain the cross-compiler sources via git and
535 build it on your system.
537 The build prerequisite packages for building the compiler on Ubuntu can be
540 sudo apt install make wget git gcc g++ lhasa libgmp-dev \
541 libmpfr-dev libmpc-dev flex bison gettext texinfo ncurses-dev \
544 The build prerequisite packages for macOS via homebrew are documented but
545 not tested by us any of us to date.
547 brew install bash wget make lhasa gmp mpfr libmpc flex gettext \
548 texinfo gcc make autoconf
550 After installing the prerequite packages and the cross-compiler
551 it was a straightforward build:
553 git clone https://github.com/bebbo/amiga-gcc.git
557 [Note that you may have to take ownership of the files in the bebbo
558 repo via chown before successfully carrying out the next steps]
562 date; make all -j3 >&b.log; date
564 The compiler pieces are installed in /opt/amiga by default. If you prefer,
565 you can alter the prefix before you build if you want. The instructions
566 for doing so were spelled out at the time of this writing at:
568 https://github.com/bebbo/amiga-gcc
572 cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
577 cd sys/unix ; sh setup.sh hints/macOS.370 ; cd ../..
580 The Amiga cross-compile can then be carried out by specifying
581 CROSS_TO_AMIGA=1 on the make command line:
583 make CROSS_TO_AMIGA=1 all
584 make CROSS_TO_AMIGA=1 package
586 You can explicitly include tty and curses support if desired, otherwise
587 you'll end up with a tty-only cross-compile build. The SDL1 pdcurses
588 support has not been tested.
590 make WANT_WIN_TTY=1 WANT_WIN_CURSES=1 CROSS_TO_AMIGA=1 all
592 Result: The "make package" target will bundle the (hopefully) necessary
593 components to run NetHack on msdos into a folder:
595 and then it zips the contents of that folder into:
596 targets/amiga/nh370ami.zip
598 Also note that building the amiga targets using the make command
599 above, does not preclude you from building local linux or macOS
600 targets as well. Just drop the CROSS_TO_AMIGA=1 from the make
603 The cross-compiler hints additions are enclosed inside ifdef sections
604 and won't interfere with the non-cross-compile build in that case.
606 CAVEATS: The original NetHack Amiga build steps included the source for
607 some utilities that were built and executed on the amiga:
609 as part of the NetHack build procedure on amiga.
610 Those did not compile out-of-the-box on the linux host. They
611 will either have to be:
612 - ported to build and run on the linux or macOS cross-compile
616 - their functionality will have to be rolled into amiga NetHack
617 itself and executed on the target Amiga the first time the game
620 If you make headway, or are successful getting a working copy of
621 NetHack going on the amiga, drop us a note at devteam@nethack.org.
623 +--------------------------------+
624 | B6. Case sample: Web Assembly |
625 +--------------------------------+
627 Credit: The initial Web Assembly cross compile was found in a pull request:
628 https://github.com/NetHack/NetHack/pull/385
629 by apowers313. The pull request was merged with some accompanying
630 NetHack source tree integration changes in early October 2020.
632 Cross-compiler used: emscripten
633 Cross-compiler url: https://emscripten.org/docs/getting_started/downloads.html
635 Here's a brief guide to obtaining the cross-compiler sources via git and
636 building it on your system.
638 For Ubuntu, the build prerequisite packages for building the compiler can
641 sudo apt-get install python3 cmake default-jre
643 For macOS, you will need to install Xcode, git, cmake, Python 3.5 or new
644 (at time of this writing).
646 After installing the prerequite packages above, obtain the cross-compiler
647 via git and build it from the directory of your choice using steps similar
650 git clone https://github.com/emscripten-core/emsdk.git
653 ./emsdk install latest
654 ./emsdk activate latest
655 source ./emsdk_env.sh
657 The steps above reflect what was outlined at this url at the time
660 https://emscripten.org/docs/getting_started/downloads.html
662 That is the definitive source and trumps anything documented here.
664 On your linux host, prepare to cross-compile NetHack as follows:
666 cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
669 On your macOS host, prepare to cross-compile NetHack as follows:
671 cd sys/unix ; sh setup.sh hints/macOS.370 ; cd ../..
674 Then, cross-compile to targets/wasm as follows:
678 You can build src/libnh.a from pull request 385 as follows:
682 Do not add any additional windowport interfaces to your build
683 (such as WANT_WIN_TTY=1 WANT_WIN_CURSES=1 WANT_WIN_X11=1 or
684 WANT_WIN_QT=1) as those aren't applicable to the Web Assembly
685 or nethacklib builds. A "shim" pseudo-windowport is included
686 from pull request 385.
688 Result: As mentioned, the wasm cross-compile will end up in
689 targets/wasm and the nethacklib.a will end up in
692 The cross-compiler hints additions are enclosed inside ifdef sections
693 and shouldn't interfere with the non-cross-compile builds using
694 hints/linux.370 or hints/macOS.370.
697 +--------------------------------+
698 | B7. Case sample: mips |
699 +--------------------------------+
701 Cross-compiler used: gcc-mipsel-linux-gnu, g++-mipsel-linux-gnu
704 Here's a brief guide to obtaining the cross-compiler sources on an
705 Ubuntu system and building NetHack with it.
707 For Ubuntu, the build prerequisite packages for building the compiler can
709 sudo apt install gcc-mipsel-linux-gnu
710 sudo apt install g++-mipsel-linux-gnu
712 On your linux host, prepare to cross-compile NetHack as follows:
713 cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
716 Then, cross-compile to targets/mips as follows:
717 make CROSS_TO_MIPS=1 fetch-ncurses
718 make CROSS_TO_MIPS=1 package
720 Do not add any additional windowport interfaces to your build
721 (such as WANT_WIN_TTY=1 WANT_WIN_CURSES=1 WANT_WIN_X11=1 or
722 WANT_WIN_QT=1) as those aren't applicable to the mips cross-compile.
724 The cross-compiler hints additions are enclosed inside ifdef sections
725 and shouldn't interfere with the non-cross-compile builds using
726 hints/linux.370 or hints/macOS.370.