Doing so should also check one of the Windows SDKs by default. Then, in the installation details in the right-hand column, make sure you also check the v143 toolset. This is often done by default.
It is recommended that you install Python and Git standalone, the install process in VS Installer has given some issues in the past.
1. Clone the Starship repository
_Note: Be sure to either clone with the ``--recursive`` flag or do ``git submodule update --init`` after cloning to pull in the libultraship submodule!_
# Now you can run the executable in .\build\x64 or run in Visual Studio
```
### Developing Starship
With the cmake build system you have two options for working on the project:
#### Visual Studio
To develop using Visual Studio you only need to use cmake to generate the solution file:
```powershell
# Generates starship.sln at `build/x64` for Visual Studio 2022
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v143 -A x64
```
#### Visual Studio Code or another editor
To develop using Visual Studio Code or another editor you only need to open the repository in it.
To build you'll need to follow the instructions from the building section.
_Note: If you're using Visual Studio Code, the [cpack plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._
_Experimental: You can also use another build system entirely rather than MSVC like [Ninja](https://ninja-build.org/) for possibly better performance._
### Generating the distributable
After compiling the project you can generate the distributable by running:
_Note: If you're using Visual Studio Code, the [CMake Tools plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._
# Now you can run the executable in ./build-cmake/mm/2s2h.elf
# To develop the project open the repository in VSCode (or your preferred editor)
```
### Generate a distributable
After compiling the project you can generate a distributable by running of the following:
```bash
# Go to build folder
cd build-cmake
# Generate
cpack -G DEB
cpack -G ZIP
cpack -G External (creates appimage)
```
### Additional CMake Targets
#### Clean
```bash
# If you need to clean the project you can run
cmake --build build-cmake --target clean
```
## macOS
Requires Xcode (or xcode-tools) &&`sdl2, libpng, glew, ninja, cmake, nlohmann-json, libzip` (can be installed via homebrew, macports, etc)
**Important: For maximum performance make sure you have ninja build tools installed!**
_Note: If you're using Visual Studio Code, the [cpack plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._
# To develop the project open the repository in VSCode (or your preferred editor)
```
### Generating a distributable
After compiling the project you can generate a distributable by running of the following:
```bash
# Go to build folder
cd build-cmake
# Generate
cpack
```
### Additional CMake Targets
#### Clean
```bash
# If you need to clean the project you can run
cmake --build build-cmake --target clean
```
# Compatible Roms
See [`supportedHashes.json`](supportedHashes.json)
## Getting CI to work on your fork
The CI works via [Github Actions](https://github.com/features/actions) where we mostly make use of machines hosted by Github; except for the very first step of the CI process called "Extract assets". This steps extracts assets from the game file and generates an "assets" folder in `mm/`.
To get this step working on your fork, you'll need to add a machine to your own repository as a self-hosted runner via "Settings > Actions > Runners" in your repository settings. Make sure to add the 'asset-builder' tag to your newly added runner to assign it to run this step. To setup your runner as a service read the docs [here](https://docs.github.com/en/actions/hosting-your-own-runners/configuring-the-self-hosted-runner-application-as-a-service?platform=linux).
### Runner on Windows
You'll have to enable the ability to run unsigned scripts through PowerShell. To do this, open Powershell as administrator and run `set-executionpolicy remotesigned`. Most dependencies get installed as part of the CI process. You will also need to separately install 7z and add it to the PATH so `7z` can be run as a command. [Chocolatey](https://chocolatey.org/) or other package managers can be used to install it easily.
### Runner on UNIX systems
If you're on macOS or Linux take a look at `macports-deps.txt` or `apt-deps.txt` to see the dependencies expected to be on your machine.