diff --git a/BUILDING.md b/BUILDING.md index 4245b8b..bb9ea72 100644 --- a/BUILDING.md +++ b/BUILDING.md @@ -39,7 +39,7 @@ choco install make You will need to decompress the NTSC-U N64 Majora's Mask ROM (sha1: d6133ace5afaa0882cf214cf88daba39e266c078) before running the recompiler. There are a few tools that can do it: -* This python script from the Majora's Mask decompilation project: https://github.com/zeldaret/mm/blob/main/tools/buildtools/decompress_baserom.py +* This python script from the Majora's Mask decompilation project: https://github.com/zeldaret/mm/blob/main/tools/decompress_baserom.py * https://github.com/z64tools/z64decompress Regardless of which method you use, copy the decompressed ROM to the root of the Zelda64Recomp repository with this filename: @@ -73,5 +73,5 @@ cmake --build build-cmake --target Zelda64Recompiled -j$(nproc) --config Release VoilĂ ! You should now have a `Zelda64Recompiled` executable in the build directory! If you used Visual Studio this will be `out/build/x64-[Configuration]` and if you used the provided CMake commands then this will be `build-cmake`. You will need to run the executable out of the root folder of this project or copy the assets folder to the build folder to run it. -> [!IMPORTANT] +> [!IMPORTANT] > In the game itself, you should be using a standard ROM, not the decompressed one. diff --git a/include/zelda_support.h b/include/zelda_support.h index 4e138a7..9751e9a 100644 --- a/include/zelda_support.h +++ b/include/zelda_support.h @@ -12,7 +12,8 @@ namespace zelda64 { // Apple specific methods that usually require Objective-C. Implemented in support_apple.mm. #ifdef __APPLE__ void dispatch_on_ui_thread(std::function func); - const char* get_bundle_resource_directory(); + std::filesystem::path get_bundle_resource_directory(); + std::filesystem::path get_bundle_directory(); #endif } diff --git a/src/game/config.cpp b/src/game/config.cpp index 3681b7b..7f6c614 100644 --- a/src/game/config.cpp +++ b/src/game/config.cpp @@ -2,6 +2,7 @@ #include "recomp_input.h" #include "zelda_sound.h" #include "zelda_render.h" +#include "zelda_support.h" #include "ultramodern/config.hpp" #include "librecomp/files.hpp" #include @@ -136,6 +137,14 @@ std::filesystem::path zelda64::get_app_folder_path() { return std::filesystem::current_path(); } +#if defined(__APPLE__) + // Check for portable file in the directory containing the app bundle. + const auto app_bundle_path = zelda64::get_bundle_directory().parent_path(); + if (std::filesystem::exists(app_bundle_path / "portable.txt")) { + return app_bundle_path; + } +#endif + std::filesystem::path recomp_dir{}; #if defined(_WIN32) diff --git a/src/main/support.cpp b/src/main/support.cpp index 3bad3fd..dee5f5d 100644 --- a/src/main/support.cpp +++ b/src/main/support.cpp @@ -25,9 +25,7 @@ namespace zelda64 { std::filesystem::path get_asset_path(const char* asset) { std::filesystem::path base_path = ""; #if defined(__APPLE__) - const char* resource_dir = get_bundle_resource_directory(); - base_path = resource_dir; - free((void*)resource_dir); + base_path = get_bundle_resource_directory(); #endif return base_path / "assets" / asset; diff --git a/src/main/support_apple.mm b/src/main/support_apple.mm index 67b56f8..604a998 100644 --- a/src/main/support_apple.mm +++ b/src/main/support_apple.mm @@ -12,9 +12,14 @@ namespace zelda64 { }); } - const char* get_bundle_resource_directory() { + std::filesystem::path get_bundle_resource_directory() { NSString *bundlePath = [[NSBundle mainBundle] resourcePath]; - return strdup([bundlePath UTF8String]); + return std::filesystem::path([bundlePath UTF8String]); + } + + std::filesystem::path get_bundle_directory() { + NSString *bundlePath = [[NSBundle mainBundle] bundlePath]; + return std::filesystem::path([bundlePath UTF8String]); } }