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  • Puke
  • SumFuka
  • Mighty Moe
  • Scott

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      Compiling with Metrowerks CodeWarrior

    I'm Too Cool for your Damn Tutorial:

      Can't be bothered to do it all yourself? You can download a neat little package I prepared and get started right away. I have included a project (.mcp) file, some configuration type files, and the original, unmodified source code from id that is also contained in the q2source_12_11.zip file mentioned in the full tutorial below.

      Quick Start Instructions:

        1.  Download my Q2 Game DLL Package (285k).
        2.  Unzip the file into your "CodeWarrior/Project Stationary" directory (preserving directory structure) so that you end up with a directory and files such as:

        C:\Program Files\CodeWarrior\Stationary\Q2_Game_DLL\Q2_Game_DLL.mcp
      which contains the project (.mcp) file, etc.
        3.  Open CodeWarrior.
        4.  Select New Project... from the File menu.
        5.  Choose the Q2 Game DLL template (the folder you just put in the Stationary folder).
        6.  Save the project in your Quake2 directory (avoid spaces in the file name, such as My_Game) for convenience.
        7.  Modify files as desired and Make the gamex86.dll file.
        8.  Launch Quake 2 with the neccessary additional command line parameters, such as: +set game "My_Game"

    Introduction:

      This tutorial is designed to guide you through the entire process of using Metrowerks CodeWarrior to compile the gamex86.dll file for Quake 2. This tutorial assumes that you are using CodeWarroir Pro 2 (the latest version as of January 1998), but it should be very applicable to older (and newer) versions. This same process can also be used to compile the gamex86.dll under MacOS if you should so desire.

    Why does CodeWarrior kick so much ass?

      This section ain't exactly neccessary for this tutorial, but I've got this feeling that most people out there have never even heard of CodeWarrior, and so I feel compelled to say something on its behalf. CodeWarrior is a great Integrated Development Environment, with a slick (the slickest if you ask me) interface, and a lot of powerful features. It is a multi-platform hosted, multi-platform targetting, multi-lingual programming tool that can help you write better programs faster and easier.

      Some of the features that I find especially apealing when making things like Quake 2 DLL's are its multi-file searching capabilities, its organized project settings dialogue, its convenient function popup menu at the top of source windows, and its many other intuitive interface features. Okay, I'm done now.

    Starting the Project:

      To compile the Q2 DLL, you'll need to create a project file that you will put in its own directory somewhere, along with some other special files and the source code for the Q2 game DLL. My recommendation is to create a nice template project the first time, put this project directory in you Stationary folder, and then when you want to make a Quake 2 mod, you'll be able to just choose New Project and go to it.

        1.  Open CodeWarrior.
        2.  Choose File->New Project...
        3.  With the "Create New Folder" option checked, select:

        Win32_x86 -> C_C++ -> Win32 C DLL

        4.  Change the location to your CodeWarrior\Stationary folder.
        5.  Save the project as something like Q2_Game_DLL
        6.  You should end up with the project file (.mcp) in a directory such as:
        C:\Program Files\CodeWarrior\Stationary\Q2_Game_DLL\Q2_Game_DLL.mcp

    Adding Files to the Project:

      Now that the project is created and located where we want it, its time to get the source code and add it to the project.

      1.  Download the q2source_12_11.zip
      2.  Unzip this file (preserving directories) and locate the "game" directory inside.
      3.  Create a new folder in the same directory as your project file called "Game Source"
      4.  Copy the Quake 2 source files (all 75) from the "game" directory to this directory.
      5.  Back in CodeWarrior, select the x86_Win32 DLL.c file in the Source group in the project window
      6.  Choose Project->Remove Selected Items
      7.  Select the Source group, then choose Project->Add Files...
      8.  Change to the Game Source directory you just created
      9.  Select all of the .c files, and click Add
      10.  The source files should now all be listed under the Source group in the project window.

    Configuring the Project:

      Since id used VC++ to compile the gamex86.dll, they included a file with all the project settings for VC++ calle game.dsp. CodeWarrior can't interpret this file, so we will have to go through and make changes to our project settings to create a project that behaves as much as possible like the project id originally created.

      1.  Chose the Targets tab at the top of the project window
      2.  Open the settings window for the MSL C DLL Release target
      3.  Make the following changes (these settings are based on information in the game.dsp file)

        Target Settings
          Target Name: game - Win32 Release
        x86 Target
          File Name: gamex86.dll
          Base Address: 0x20000000
        C/C++ Language
          Enums Always Int: yes
          Prefix File: C_ONLY.h
        x86 CodeGen
          Byte Alignment: 4
        x86 Linker
          Command File: game_CW.def

      4.  Close the settings window, saving changes.
      5.  Open the MSL C DLL Debug settings window, and make the following changes:
        Target Settings
          Target Name: game - Win32 Debug
        x86 Target
          File Name: debug gamex86.dll
          Base Address: 0x20000000
        C/C++ Language
          Enums Always Int: yes
          Prefix File: C_ONLY.h
        x86 CodeGen
          Byte Alignment: 4
        x86 Linker
          Command File: game_CW.def

      6.  Close the settings window, saving changes
      7.  Create a new file by choosing File->New, and insert the following text:
        #include <ansi_prefix.win32.h>
        #define C_ONLY

      8.  Save the file in your project directory (where the .mcp file is) as C_ONLY.h
      9.  Create another new file, and insert the following text:
        /EXPORT: GetGameAPI

      10.  Save the file in your project directory as game_CW.def

    Final Preparations

      You're basically done now, but there are a couple of changes you may wish to make. Keeping in mind that this project is intended to be used as a template, you should try to set it up just right, so that when you go to make an actual mod/patch, you won't have to do any of this initial work. The source code that you downloaded and added to this project is the original source for the version of Quake 2 that shipped on the CD. If you want to use your compiled gamex86.dll with an updated version of Quake 2 (version 3.09 or 3.10), you will have to make small change to the source code. Note that id will probably release and updated version of the source code when they finish the "Point Release" so you will probably want to replace all the .c files in your project with those updated files when the time comes.

      1.  Open the game.h file in the Game Source directory
      2.  Change the line near the top that reads:

        #define GAME_API_VERSION 1
        to
        #define GAME_API_VERSION 2

      3.  Save and close the file
      4.  Make sure everything works by making the project (choose Project->Make)
      5.  If you have any problems, make sure you have CodeWarrior installed correctly and review all the steps in this tutorial
      6.  Close the project and open up Windows Explorer to do some cleanup
      7.  Find the project directory in the CodeWarrior\Stationary folder
      8.  Remove all files, except for the following:
        C_ONLY.h
        Game Source (folder containing all the source files)
        game_CW.def
        Q2_Game_DLL.mcp (your project file)

      9.  Note that files you removed probably included the following:
        Q2_Game_DLL.mcp Data (folder with temporary data for the project)
        x86_Win32 DLL.c (example source file)
        gamex86.dll (the compiled DLL; you don't need a compiled copy for the template)
        gamex86.dll.lib (temporary library containing object code for the dll)

    Making Your Own Quake 2 Mod

      Now that all the hard stuff is done, Making your own mod is easy. I suggest you put your projects folders right in your Quake2 folder, so that you won't have to move files arround after compiling. Also, to keep things nice, if you discover that there is something wrong with your template that you want to change for all succesive Quake 2 projects, you can go back and open up the original project in the Stationary folder. This way you can easily switch over to the updated source code (for example) that id will release in the next few weeks.

      Also, one good way to modify the source so that you'll know you are using a modified gamex86.dll when you run Quake 2 is to add a line of code to the InitGame() function, so that when the dll is loaded, you will know that it is the DLL you created. The instructions below suggest how to do this.

      Here's a good way to make your own Quake 2 mod:

      1.  In CodeWarrior, choose File->New Project...
      2.  With the Create Folder option checked, select the Q2_Game_DLL template that you created and click OK
      3.  Locate your Quake2 directory, and save the file as something like My_Game.mcp (avoid spaces)
      4.  With the Files tab selected in the project window, open source files as desired and modify them
      5.  To mark the DLL, open the g_save.c file and locate the InitGame() function
      6.  Locate the following line at the beginning of the function:

        gi.dprintf ("==== InitGame ====\n");

      7.  After this line add something like:
        gi.dprintf ("** Modified by SJG **\n");

      8.  You can add more .c files to the project using the Project->Add Window or Project->Add Files... commands accordingly
      9.  Make the gamex86.dll by choosing Project->Make
      10.  You are now ready to test out your work. You can leave CodeWarrior open if you want to easily make further changes and test them
      11.  To make it easy to launch Quake 2 with your mod, locate the shortcuts you currently use to luanch Quake 2 (try right-clicking on the Start button and choosing Explore)
      12.  Copy the shortcut, and rename it appropriately
      13.  Right-click on the shortcut to access its Properties
      14.  Under the Program tab, edit the Target field to add the following parameters:
        +set game "My_Game"
        where My_Game is the name of the directory containing you modified gamex86.dll

      15.  You may also want to add a simple "+" (without the quotes) at the end of this field to prevent the cinematic and demos from loading automatically
      16.  Close the shortcut properties and open it (double clickor locate it in the Start menu)
      17.  Once Quake 2 has loaded, check the messages at the console (you can scroll up using PageUp) to find the message you added after the "==== InitGame ====" message
      18.  Start a new game to test out your work (you can just type "map base1" at the console)
      19.  If you want to modify the same gamex86.dll some more, type "disconnect" at the console, make changes in CodeWarrior, make the DLL, switch back to Quake 2, and start a new game

    Final Comments:

      Well, that's the full deal. Be sure to let me know if you have any problems with this tutorial. I'd also be interested to hear from anyone curious or knowledgeable about things like using the debugger, changing the settings for optimization, or getting the inline assebly code to work. Thanks to Andrew Southwick, Alex Harper, and Matt Henderson from Metrowerks for helping me get this all to work.
                   
    
    
    
    

     

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