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Linux/GCC Support #28
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Hey so trying this with a raspberry pi 4 that's running Debian Buster. I skipped the docker part as I think that's to accommodate 64bit processes and turn them into 32 bit right? As the pi is already 32 bit, but I get stuck atm. Any ideas? edit to tidy up the log:- https://pastebin.com/3HYbUxwJ |
SOH currently only supports 32 bit. The point of the docker container is to be able to get the required dependencies in a less painful way (more precisely to avoid overriding existing packages with their i386 version which you probably don't want system-wise). As for your issue, you need at least GCC 10 (though, replacing PS: if you have discord, it may be easier to communicate on the SOH server in the |
I attempted to reproduce this build, but I'm getting an error in the The exact procedure I followed is this:
Inside docker: # Inside docker
git clone https://github.com/ladislav-zezula/StormLib external/StormLib
cmake -B external/StormLib/build -S external/StormLib
cmake --build external/StormLib/build
cp external/StormLib/build/libstorm.a external
cp /usr/local/lib/libGLEW.a external
cd soh
make setup # Fails here Error I am getting is:
Full output logs for Docker version is: EDIT: I tried just running |
I ran the program with gdb and got some info about where the segfault is. I'm a bit out of my element with C++ development, so I'll paste some of the traceback and hope it helps someone who understand this a bit better: Output is in pastebin: Segfault seems to be somewhere in |
@Erotemic Please use pastebin for long code and terminal snippets. |
|
Segfault seems to be somewhere in I verified that if I commented out lines 48 - 55 in the destructor of libultraship/Resource.cpp the crash no longer happens. No idea if that is a sustainable fix or not. It probably introduces a leak, but the game seems to be playable // auto resShared = resMgr->GetCachedFile(hashStr);
// if (resShared != nullptr)
// {
// auto res = (Ship::DisplayList*)resShared.get();
// Gfx* gfx = (Gfx*)&res->instructions[patches[i].index];
// gfx->words.w1 = patches[i].origData;
// } edit: Played it for a little bit. Defiantly bugs. In the Deku Tree, I'm able to cut grass as long as I'm in the same horizontal plane, regardless of the distance to the grass (this does not happen to the enemy Deku Babas). Reflecting the deku scrubs nuts happens almost instantaneously. And when I was outside the Deku tree, every swing I made hit an invisible gossip stone. Not sure if these are due to what I commented out or not. |
Hi , I have a problem , said it "cloning in 'ShipWright'..." "git@github.com: Permission denied (publickey)." Could not read from remote repository. Please make sure you have the correct access permissions |
Looks like an issue with your github key config, you can always use https instead of git if you just want to pull the code |
I fix it but now I have this problem "docker build . -t soh |
You need root perm for docker so don't forget |
thanks is works |
now I send this command "sudo docker run --rm -it -v "$(pwd):/soh" soh /bin/bash" and only have $(pwd):/soh" soh /bin/bash |
@Ricardofriki97 Discord would be a better place to ask questions about basics. You'll probably get quicker support there. |
but in discord send me here hahahaha |
beside in discord is all talking about the windows version and I don´t care that version is that because I am here |
To makes things clear, if you're asking for support, please do that on the discord server and feel free to ping me ( |
So, I've found the point where the game becomes unplayable. In the Deku Tree, when you are in the room with the big spike roller (you have to press a button to lower the water level), whenever you are on the same vertical level as the spike roller the game registers a collision with link and you get hit. Not sure if the code I commented out has anything to do with collisions, or if it's a different bug. |
Is done thanks anyway and somebody help me with the problem the crash the second pause |
in the deku room I have not problem at all |
That's fair, I mean the -march is pointing to i386 as well, whereas the pi4 is -march=armv8-a+crc+simd. I imagine down the line they'll need to be an If statement for the different arm versions of the pi if SOH does get support for that. I tried to replace -std=c++20 with -std=c++2a but still got some errors, so figured I'd try and compile GCC10 for the pi4. Trouble is, apparently it takes about 3.5 hours, I had a go at that and got an error compilining. So I'm gonna throw in the towel for now until someone with a lot more knowledge of linux and the pi architecture. I might get the windows version up and running through box86 and wine. A very roundabout way of doing things but it's early days and I'm sure a dev with raspberry pi knowledge will be able to figure this out better than I can. |
bash: /etc/profile.d/vte.sh: No such file or directory Please make sure you have the correct access rights |
@Bloxxel64 try cloning with HTTP instead of SSH |
im not at my PC right now. but Im pretty sure I got most of them, I was getting some kind of segfault. ill be able to get a proper log tommorow |
As I said earlier, just building for 64 bit isn't enough, you'll have to actually make some code and design changes in order to get it to work on 64 bit architectures. |
Oh I see, I thought the 32bit build would work on 64 as long as the libs and stuff are all there. I suppose I can spin up a 32bit VM or two and try it like that. any distros specifically that I should be testing? I would like at least on best case distro for testing then I can test a few other distros for completeness. |
To clarify once and for all:
The reason for that is that some part of the code do some unsafe computation on pointers that assume the code is being run on a 32-bit architecture.
And this is only one example, there are probably other systems in the code that do pointer truncation for whatever reason which cause the same issue. |
Maybe I was misleading, apologies if so. I am making a 32bit build using the docker, trying to run it on a 64bit arch install that has the necessary (to my knowledge) 32bit libraries below is the backtrace of the crash, and attached is the terminal typescript.
I am using the file with this hash |
At GaryOderNichts#7 (the Wii U port), I filed an issue about some push blocks failing to play the "solved" jingle and save their final positions after you've pushed them. Gary's fork is based on the work in this PR. In the issue at Gary's fork, I identified two push blocks with the issue:
I also just discovered a third:
The Water Temple and Spirit Temple blocks are the easiest ones to reach as they appear in the first rooms of their respective dungeons. In all three cases, the blocks are intended to be pushed into pits, play the solved jingle, and afterwards stay in that position indefinitely. Instead, they don't play the jingle and reset to their starting positions as soon as the player leaves the room. This issue isn't game-breaking in any case, but the Water Temple and Gerudo Training Grounds push blocks do trap the player behind them--in normal gameplay, the only exit in their respective rooms is to walk back over the "solved" push block, but instead their pits are empty and the blocks are obstructing the exits. The Spirit Temple has alternative exit routes which don't require the player to return via the same route through which they entered. For the Water Temple and Gerudo Training Grounds blocks, the only workaround is to save and reset to return to the dungeon entrance. Or use Farore's Wind, I guess. EDIT: Gary and Baoulettes both re-tested on Linux/GCC and could not repro again, so it seems likely this was indeed a Wii U bug specifically. Gary has fixed it on their end with GaryOderNichts/Shipwright@d08fff8. It was a floating point rounding issue. |
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Merge pending conflict resolution. Great job on this random!!!
hide second button if `soh.exe` or `soh.elf` is present
* Start effects * Disable input to game when typing in console * Add gravity support * noUI placeholder * Add rest of effects to console * Remove z_play code * Add rupee modification * Add OneHit KO (#27) * few fix and paper Link * Better method and now use the reset flag * Revert "Better method and now use the reset flag" This reverts commit 2aafcc1. * Revert "few fix and paper Link" This reverts commit 65e76dc. * Paper Link & few fixes (#28) * Implement pacifist mode (#30) * Implement cucco storm (#31) * Add no UI functionality (#32) * Enable CrowdControl on windows (#33) * Use std::format and implement wallmaster * Implement defense modifier * Implement no_z and clean up * Implement reverse controls * Some fixes while testing CC connection * Implement speed modifier and fix defese modifier * Fail magic effects if magic is not acquired * Fix queue system * Implement rainstorm * Some cleanup * Use IS_ZERO to handle very low near zero values * Split some effects * Fix emptying magic * Don’t run cucco on pre-rendered backgrounds * Use correct method for updating ruppees * Fix decreasing speed * Remove old SDL stuff * Remove old fixes * Enable Crowd Control for both debug and release * Add missing returns * Cleanup event firing * Further clean up on event firing * Fix some bugs * CC fixes and enemy spawning (#35) * Fix icetraps * Fix title screen * Fix pause screen * Fix death screen timer & Code cleanup * Fix timer during textboxes * Code cleanup * Add: Multiple enemy spawning * More enemies + more code cleanup (#36) * Enums for returning effect states * Add more enemies * Update CrowdControl.cpp * Remove enums from enemies * Fix up flow for events (#37) # Conflicts: # soh/soh/Enhancements/crowd-control/CrowdControl.cpp * Fix spawn position of likelike * CC temp enemy fixes (#38) * Check for pause in pacifist and allow button presses (#39) * Fix Pacifist mode (#41) * First attempt pacifier fix * Real fix for pacifist mode * Comment * Remove cutscene and long delay from cucco_storm (#40) * Some PR Fixes * Use standard types * Handle JSON parsing error and free memory * Add CC configuration file * Add: Giving deku shield option. Fix: Giant Lonk (#42) * Small stalfos fix (#43) * Syntax Improvements (#44) * Revert bools to uint32_t * Add comment about bools * Fix cucco storm, fix empty heart (#45) * Protect commands vector with mutex * prefix effects with chaosEffect (#46) Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: briaguya <briaguya@alice>
* Initial Linux/GCC support commit * Add instructins for linux in the README * apply suggestions by @Erotemic and @Emill * Fix python 3.10 symlink line * Fix func_80041E80 type mismatch (HarbourMasters#3) Type mismatch functions.h:664 * Makefile: clean OTRExporter/libultraship/ZAPDTR with distclean and fix CXX_FILES * Makefile: find C/CXX_FILES automatically * Makefile: remove ugly conditions in find commands * cleanup _MSC_VER usage * fix Windows build * cleanup extraction scripts * fix Windows build * Fix Windows path separator issue * fix rumble support for linux * use glew-cmake in dockerfile * add pulseaudio backend * fix ZAPDTR linkage * Check for "soh.elf" in directory (HarbourMasters#6) hide second button if `soh.exe` or `soh.elf` is present * Fix hardcoded segment addresses (HarbourMasters#5) * fix condition * hack lus -> soh dep for ZAPDTR Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com> Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com> Co-authored-by: GaryOderNichts <12049776+GaryOderNichts@users.noreply.github.com>
* Start effects * Disable input to game when typing in console * Add gravity support * noUI placeholder * Add rest of effects to console * Remove z_play code * Add rupee modification * Add OneHit KO (HarbourMasters#27) * few fix and paper Link * Better method and now use the reset flag * Revert "Better method and now use the reset flag" This reverts commit 2aafcc1. * Revert "few fix and paper Link" This reverts commit 65e76dc. * Paper Link & few fixes (HarbourMasters#28) * Implement pacifist mode (HarbourMasters#30) * Implement cucco storm (HarbourMasters#31) * Add no UI functionality (HarbourMasters#32) * Enable CrowdControl on windows (HarbourMasters#33) * Use std::format and implement wallmaster * Implement defense modifier * Implement no_z and clean up * Implement reverse controls * Some fixes while testing CC connection * Implement speed modifier and fix defese modifier * Fail magic effects if magic is not acquired * Fix queue system * Implement rainstorm * Some cleanup * Use IS_ZERO to handle very low near zero values * Split some effects * Fix emptying magic * Don’t run cucco on pre-rendered backgrounds * Use correct method for updating ruppees * Fix decreasing speed * Remove old SDL stuff * Remove old fixes * Enable Crowd Control for both debug and release * Add missing returns * Cleanup event firing * Further clean up on event firing * Fix some bugs * CC fixes and enemy spawning (HarbourMasters#35) * Fix icetraps * Fix title screen * Fix pause screen * Fix death screen timer & Code cleanup * Fix timer during textboxes * Code cleanup * Add: Multiple enemy spawning * More enemies + more code cleanup (HarbourMasters#36) * Enums for returning effect states * Add more enemies * Update CrowdControl.cpp * Remove enums from enemies * Fix up flow for events (HarbourMasters#37) # Conflicts: # soh/soh/Enhancements/crowd-control/CrowdControl.cpp * Fix spawn position of likelike * CC temp enemy fixes (HarbourMasters#38) * Check for pause in pacifist and allow button presses (HarbourMasters#39) * Fix Pacifist mode (HarbourMasters#41) * First attempt pacifier fix * Real fix for pacifist mode * Comment * Remove cutscene and long delay from cucco_storm (HarbourMasters#40) * Some PR Fixes * Use standard types * Handle JSON parsing error and free memory * Add CC configuration file * Add: Giving deku shield option. Fix: Giant Lonk (HarbourMasters#42) * Small stalfos fix (HarbourMasters#43) * Syntax Improvements (HarbourMasters#44) * Revert bools to uint32_t * Add comment about bools * Fix cucco storm, fix empty heart (HarbourMasters#45) * Protect commands vector with mutex * prefix effects with chaosEffect (HarbourMasters#46) Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: briaguya <briaguya@alice>
* Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
* Initial Linux/GCC support commit * Add instructins for linux in the README * apply suggestions by @Erotemic and @Emill * Fix python 3.10 symlink line * Fix func_80041E80 type mismatch (#3) Type mismatch functions.h:664 * Makefile: clean OTRExporter/libultraship/ZAPDTR with distclean and fix CXX_FILES * Makefile: find C/CXX_FILES automatically * Makefile: remove ugly conditions in find commands * cleanup _MSC_VER usage * fix Windows build * cleanup extraction scripts * fix Windows build * Fix Windows path separator issue * fix rumble support for linux * use glew-cmake in dockerfile * add pulseaudio backend * fix ZAPDTR linkage * Check for "soh.elf" in directory (#6) hide second button if `soh.exe` or `soh.elf` is present * Fix hardcoded segment addresses (#5) * fix condition * hack lus -> soh dep for ZAPDTR Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com> Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com> Co-authored-by: GaryOderNichts <12049776+GaryOderNichts@users.noreply.github.com>
* Start effects * Disable input to game when typing in console * Add gravity support * noUI placeholder * Add rest of effects to console * Remove z_play code * Add rupee modification * Add OneHit KO (HarbourMasters#27) * few fix and paper Link * Better method and now use the reset flag * Revert "Better method and now use the reset flag" This reverts commit 2aafcc1. * Revert "few fix and paper Link" This reverts commit 65e76dc. * Paper Link & few fixes (HarbourMasters#28) * Implement pacifist mode (HarbourMasters#30) * Implement cucco storm (HarbourMasters#31) * Add no UI functionality (HarbourMasters#32) * Enable CrowdControl on windows (HarbourMasters#33) * Use std::format and implement wallmaster * Implement defense modifier * Implement no_z and clean up * Implement reverse controls * Some fixes while testing CC connection * Implement speed modifier and fix defese modifier * Fail magic effects if magic is not acquired * Fix queue system * Implement rainstorm * Some cleanup * Use IS_ZERO to handle very low near zero values * Split some effects * Fix emptying magic * Don’t run cucco on pre-rendered backgrounds * Use correct method for updating ruppees * Fix decreasing speed * Remove old SDL stuff * Remove old fixes * Enable Crowd Control for both debug and release * Add missing returns * Cleanup event firing * Further clean up on event firing * Fix some bugs * CC fixes and enemy spawning (HarbourMasters#35) * Fix icetraps * Fix title screen * Fix pause screen * Fix death screen timer & Code cleanup * Fix timer during textboxes * Code cleanup * Add: Multiple enemy spawning * More enemies + more code cleanup (HarbourMasters#36) * Enums for returning effect states * Add more enemies * Update CrowdControl.cpp * Remove enums from enemies * Fix up flow for events (HarbourMasters#37) # Conflicts: # soh/soh/Enhancements/crowd-control/CrowdControl.cpp * Fix spawn position of likelike * CC temp enemy fixes (HarbourMasters#38) * Check for pause in pacifist and allow button presses (HarbourMasters#39) * Fix Pacifist mode (HarbourMasters#41) * First attempt pacifier fix * Real fix for pacifist mode * Comment * Remove cutscene and long delay from cucco_storm (HarbourMasters#40) * Some PR Fixes * Use standard types * Handle JSON parsing error and free memory * Add CC configuration file * Add: Giving deku shield option. Fix: Giant Lonk (HarbourMasters#42) * Small stalfos fix (HarbourMasters#43) * Syntax Improvements (HarbourMasters#44) * Revert bools to uint32_t * Add comment about bools * Fix cucco storm, fix empty heart (HarbourMasters#45) * Protect commands vector with mutex * prefix effects with chaosEffect (HarbourMasters#46) Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: briaguya <briaguya@alice>
* InitializeAudioPlayer/WindowManager use parameter * implement AudioPlayer_Init with fallback as a method * fix compile errors * clang-format * Window::StartAudioPlayer -> AudioPlayerInit bridge
How to setup
inside docker:
Closes #22
Todo:
(Statically link SDL (?) )