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Package the desktop app for macOS (.app, DMG) and Windows (portable folder with its toolchain) - #33
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release_macos.sh packed exactly one executable and the files of the game's repository. It now also takes, all optional and off by default: - --packaging DIR: release.env, the notices and macos/ from another directory than <game>/packaging, such as the desktop app's or a downstream build's own; - --license NAME=FILE, --notices FILE and --extra PATH (repeatable): a licence and a notices file for a component the build added, and files beside the app in the disk image and the zip; - in release.env, RELEASE_EXTRA_EXECUTABLES (more programs beside the executable, signed with it), RELEASE_RESOURCES (folders of the build's bin/ for Contents/Resources) and RELEASE_PROFILE_DIR (where the profile whose game/ a developer build falls back to lives). A missing icon is now a note instead of an error, and a checkout that is PortableKit itself does not ship its licence twice. A game's release is packed as before. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The desktop app needs more than one executable in its release: the recompiler beside the program, the headers the generated code includes, and on Windows the compiler it builds games with. - apps/portablekit/packaging: the app's release.env, third-party notices for both systems and a read-me for each. - macOS: scripts/release_macos.sh --game . --packaging apps/portablekit/packaging <build> makes PortableKit.app (psp_recomp in Contents/MacOS, the headers in Contents/Resources/include, where the program looks inside a bundle), a disk image and a zip. - Windows: scripts/package_desktop_windows.ps1 assembles the portable folder from an llvm-mingw build: the program, the recompiler and their DLLs, the headers, an empty data folder and the part of llvm-mingw that compiling for x86_64 needs (clang's x86_64 runtime only). It checks for game data and paths of the build machine, starts the packed program, links a probe library with the packed toolchain, and writes the zip, SHA256SUMS and BUILDINFO.txt. - Both take a downstream build's extra licences, notices and files (--license/-License, --notices/-Notices, --extra/-Extra) and another release description (--packaging/-Packaging), so such a build reuses the scripts instead of copying them. - docs/RELEASING.md, "The desktop app". Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Follows #32 (based on its branch; retarget to
mainonce #32 is merged).What
scripts/release_macos.shtakes, all optional:--packaging DIR(release description from another directory than<game>/packaging),--license NAME=FILE,--notices FILE,--extra PATH(repeatable), and inrelease.envRELEASE_EXTRA_EXECUTABLES,RELEASE_RESOURCES,RELEASE_PROFILE_DIR. A missing icon is a note, not an error. A game's release packs as before.apps/portablekit/packaging/: the app'srelease.env,THIRD_PARTY_NOTICES.md(macOS and Windows), and a read-me for each.scripts/release_macos.sh --game . --packaging apps/portablekit/packaging <build>makesPortableKit.appwithpsp_recompinContents/MacOSand the corpus headers inContents/Resources/include, a DMG and a zip.scripts/package_desktop_windows.ps1 -BuildDir <llvm-mingw build> -Toolchain <llvm-mingw>assembles the portable folder (program, recompiler, DLLs, headers, emptydata\, trimmed llvm-mingw intoolchain\: x86_64 only), checks it for game data and machine paths, starts the packed program, links a probe library with the packed toolchain, and writes the zip,SHA256SUMSandBUILDINFO.txt. Same-License/-Notices/-Extra/-Packaginghooks.docs/RELEASING.md: "The desktop app" and "A build with other components".Verified
-DPORTABLEKIT_RELEASE=ON, the example HLE extension and a build label; packed with--license,--extraand--zip. All the script's checks pass (system imports against MacOSX13.1.sdk, no machine paths, no game data, codesign of the bundle, the DMG and the zip). The unpackedPortableKit.appreports its version, label and module; with a separate data dir it compiled LocoRoco 2 at -O0 using the bundledpsp_recompandResources/include(315 s, 195 units) and ran the compiled code headless for 20 s.PORTABLEKIT_NO_AUDIO=1): release build of the app with the example module; the script produced a 404 MB folder / 118 MB zip. Unpacked from the zip and run withPATHlimited to System32:compile UCES00842 --opt 0(God of War: Chains of Olympus) recompiled, compiled and linked with the packed toolchain, andrun --no-compile --headless --seconds 20loaded the compiled library.Not verified
release_macos.sh; the defaults are meant to keep it identical, but it was not run.PATHwas restricted).🤖 Generated with Claude Code