|
| 1 | +# Building Generals Game Code |
| 2 | + |
| 3 | +This document provides comprehensive instructions for building Command & Conquer: Generals and Zero Hour from source on Windows and Linux. |
| 4 | + |
| 5 | +## Table of Contents |
| 6 | + |
| 7 | +- [Overview](#overview) |
| 8 | +- [Prerequisites](#prerequisites) |
| 9 | +- [Building on Windows](#building-on-windows) |
| 10 | + - [Visual Studio 2022 Build](#visual-studio-2022-build) |
| 11 | + - [VC6 Build (Retail Compatible)](#vc6-build-retail-compatible) |
| 12 | +- [Building on Linux](#building-on-linux) |
| 13 | + - [Docker Build (Recommended)](#docker-build-recommended) |
| 14 | + - [Running the Game on Linux](#running-the-game-on-linux) |
| 15 | +- [Build Presets](#build-presets) |
| 16 | +- [Build Targets](#build-targets) |
| 17 | +- [Troubleshooting](#troubleshooting) |
| 18 | + |
| 19 | +## Overview |
| 20 | + |
| 21 | +The Generals Game Code can be built using different compilers and configurations: |
| 22 | + |
| 23 | +| Build Type | Platform | Compiler | Notes | |
| 24 | +|------------|----------|----------|-------| |
| 25 | +| VC6 | Windows | Visual Studio 6 | Retail-compatible binaries | |
| 26 | +| Win32 | Windows | Visual Studio 2022 | Modern build with C++20 | |
| 27 | +| Docker | Linux | Wine + VC6 | Cross-compiles Windows binaries | |
| 28 | + |
| 29 | +**Important**: The game engine uses DirectX 8, Miles Sound System, and Bink Video, which are Windows-only technologies. All builds produce Windows executables (.exe files). Linux users run these via Wine. |
| 30 | + |
| 31 | +## Prerequisites |
| 32 | + |
| 33 | +### Windows |
| 34 | + |
| 35 | +- **CMake 3.25+**: Download from [cmake.org](https://cmake.org/download/) |
| 36 | +- **Ninja**: Download from [ninja-build.org](https://ninja-build.org/) or install via package manager |
| 37 | +- **Git**: For cloning the repository and fetching dependencies |
| 38 | + |
| 39 | +For **Visual Studio 2022** builds: |
| 40 | +- Visual Studio 2022 with "Desktop development with C++" workload |
| 41 | +- Windows SDK |
| 42 | + |
| 43 | +For **VC6** builds (retail-compatible): |
| 44 | +- Visual Studio 6.0 (MSVC 6) - see CI configuration for setup |
| 45 | + |
| 46 | +### Linux |
| 47 | + |
| 48 | +- **Docker**: Install from [docker.com](https://docs.docker.com/engine/install/) |
| 49 | +- **Wine** (optional): For running the built executables |
| 50 | + |
| 51 | +```bash |
| 52 | +# Debian/Ubuntu |
| 53 | +sudo apt-get install docker.io wine |
| 54 | + |
| 55 | +# Fedora |
| 56 | +sudo dnf install docker wine |
| 57 | + |
| 58 | +# Arch Linux |
| 59 | +sudo pacman -S docker wine |
| 60 | +``` |
| 61 | + |
| 62 | +## Building on Windows |
| 63 | + |
| 64 | +### Visual Studio 2022 Build |
| 65 | + |
| 66 | +This is the recommended build for development on Windows. |
| 67 | + |
| 68 | +```powershell |
| 69 | +# Configure |
| 70 | +cmake --preset win32 |
| 71 | +
|
| 72 | +# Build (Release) |
| 73 | +cmake --build build/win32 --config Release |
| 74 | +
|
| 75 | +# Build (Debug) |
| 76 | +cmake --build build/win32 --config Debug |
| 77 | +``` |
| 78 | + |
| 79 | +Executables are placed in `build/win32/GeneralsMD/` and `build/win32/Generals/`. |
| 80 | + |
| 81 | +### VC6 Build (Retail Compatible) |
| 82 | + |
| 83 | +The VC6 build produces binaries compatible with the retail game, allowing replay compatibility testing. |
| 84 | + |
| 85 | +```powershell |
| 86 | +# Configure |
| 87 | +cmake --preset vc6 |
| 88 | +
|
| 89 | +# Build |
| 90 | +cmake --build build/vc6 |
| 91 | +``` |
| 92 | + |
| 93 | +**Note**: VC6 builds require the Visual Studio 6 toolchain. The CI uses [itsmattkc/MSVC600](https://github.com/itsmattkc/MSVC600) portable installation. |
| 94 | + |
| 95 | +## Building on Linux |
| 96 | + |
| 97 | +### Docker Build (Recommended) |
| 98 | + |
| 99 | +The Docker build compiles Windows executables using Wine and VC6 inside a container. This is the recommended way to build on Linux. |
| 100 | + |
| 101 | +#### Quick Start |
| 102 | + |
| 103 | +```bash |
| 104 | +# Full build (both games) |
| 105 | +./scripts/build-linux.sh |
| 106 | + |
| 107 | +# Build Zero Hour only |
| 108 | +./scripts/build-linux.sh --game zh |
| 109 | + |
| 110 | +# Build Generals only |
| 111 | +./scripts/build-linux.sh --game generals |
| 112 | +``` |
| 113 | + |
| 114 | +#### Using the Docker Script Directly |
| 115 | + |
| 116 | +```bash |
| 117 | +# Build with the original script |
| 118 | +./scripts/dockerbuild.sh |
| 119 | + |
| 120 | +# Force CMake reconfiguration |
| 121 | +./scripts/dockerbuild.sh --cmake |
| 122 | + |
| 123 | +# Enter interactive shell in container |
| 124 | +./scripts/dockerbuild.sh --bash |
| 125 | +``` |
| 126 | + |
| 127 | +#### Build Output |
| 128 | + |
| 129 | +After a successful build, executables are located in: |
| 130 | + |
| 131 | +``` |
| 132 | +build/docker/ |
| 133 | + GeneralsMD/ # Zero Hour |
| 134 | + generalszh.exe # Main game |
| 135 | + WorldBuilderZH.exe # Map editor |
| 136 | + W3DViewZH.exe # 3D model viewer |
| 137 | + guiedit.exe # GUI editor |
| 138 | + ParticleEditor.dll # Particle editor |
| 139 | + ... |
| 140 | + Generals/ # Original Generals |
| 141 | + generalsv.exe # Main game |
| 142 | + WorldBuilderV.exe # Map editor |
| 143 | + W3DViewV.exe # 3D model viewer |
| 144 | + ... |
| 145 | +``` |
| 146 | + |
| 147 | +### Installing to Existing Game |
| 148 | + |
| 149 | +The build produces Windows executables that need the original game data files (textures, sounds, maps, etc.) to run. You must have a legal copy of Command & Conquer: Generals Zero Hour installed. |
| 150 | + |
| 151 | +#### Using the Installation Script |
| 152 | + |
| 153 | +```bash |
| 154 | +# Auto-detect game installation and install built files |
| 155 | +./scripts/install-to-game.sh --detect |
| 156 | + |
| 157 | +# Or specify the game directory manually |
| 158 | +./scripts/install-to-game.sh "/path/to/Generals Zero Hour" |
| 159 | + |
| 160 | +# Restore original files |
| 161 | +./scripts/install-to-game.sh --restore "/path/to/Generals Zero Hour" |
| 162 | + |
| 163 | +# Dry run (show what would be installed) |
| 164 | +./scripts/install-to-game.sh --dry-run "/path/to/Generals Zero Hour" |
| 165 | +``` |
| 166 | + |
| 167 | +#### Manual Installation |
| 168 | + |
| 169 | +If you prefer manual installation: |
| 170 | + |
| 171 | +1. Locate your game installation directory (e.g., `C:\Program Files\EA Games\Command and Conquer Generals Zero Hour\Data\`) |
| 172 | +2. Backup the original executables (e.g., `generalszh.exe` → `generalszh.exe.backup`) |
| 173 | +3. Copy the built executables from `build/docker/GeneralsMD/` to the game's `Data/` directory: |
| 174 | + - `generalszh.exe` - Main game |
| 175 | + - `WorldBuilderZH.exe` - Map editor |
| 176 | + - `W3DViewZH.exe` - Model viewer |
| 177 | + - `DebugWindow.dll` - Debug tools |
| 178 | + - `ParticleEditor.dll` - Particle editor |
| 179 | + |
| 180 | +**Important**: Do NOT copy `mss32.dll` or `binkw32.dll` from the build directory - these are stub libraries for compilation only. Keep the original DLLs from your game installation. |
| 181 | + |
| 182 | +### Running the Game on Linux |
| 183 | + |
| 184 | +After installing the built executables to your game directory: |
| 185 | + |
| 186 | +```bash |
| 187 | +# Set up Wine prefix (first time only) |
| 188 | +export WINEPREFIX=~/.wine-generals |
| 189 | +export WINEARCH=win32 |
| 190 | +wineboot |
| 191 | + |
| 192 | +# Run the game |
| 193 | +cd "/path/to/Generals Zero Hour/Data" |
| 194 | +wine generalszh.exe |
| 195 | + |
| 196 | +# With quickstart (skip intro videos) |
| 197 | +wine generalszh.exe -quickstart |
| 198 | +``` |
| 199 | + |
| 200 | +**Requirements**: |
| 201 | +- Original game data files installed (from retail, Origin, or other legal source) |
| 202 | +- Wine 5.0+ recommended (Wine 10.0+ for best compatibility) |
| 203 | +- DirectX 8 compatible graphics (Wine handles translation) |
| 204 | + |
| 205 | +#### Wine Configuration Tips |
| 206 | + |
| 207 | +```bash |
| 208 | +# Use winetricks for better DirectX support |
| 209 | +winetricks d3dx9 vcrun6 |
| 210 | + |
| 211 | +# Use 32-bit Wine prefix (required for this game) |
| 212 | +WINEPREFIX=~/.wine32 WINEARCH=win32 wine generalszh.exe |
| 213 | + |
| 214 | +# Enable DXVK for better performance (optional) |
| 215 | +# Install DXVK to your Wine prefix for DirectX to Vulkan translation |
| 216 | +``` |
| 217 | + |
| 218 | +## Build Presets |
| 219 | + |
| 220 | +Available CMake presets: |
| 221 | + |
| 222 | +| Preset | Description | |
| 223 | +|--------|-------------| |
| 224 | +| `vc6` | VC6 release build (retail compatible) | |
| 225 | +| `vc6-debug` | VC6 debug build | |
| 226 | +| `vc6-profile` | VC6 with profiling enabled | |
| 227 | +| `win32` | VS2022 release build | |
| 228 | +| `win32-debug` | VS2022 debug build | |
| 229 | +| `win32-vcpkg` | VS2022 with vcpkg dependencies | |
| 230 | +| `unix` | Unix experimental build (limited) | |
| 231 | + |
| 232 | +List all presets: |
| 233 | +```bash |
| 234 | +cmake --list-presets |
| 235 | +``` |
| 236 | + |
| 237 | +## Build Targets |
| 238 | + |
| 239 | +### Game Executables |
| 240 | + |
| 241 | +| Target | Game | Description | |
| 242 | +|--------|------|-------------| |
| 243 | +| `generalszh` | Zero Hour | Main game executable | |
| 244 | +| `generalsv` | Generals | Main game executable | |
| 245 | + |
| 246 | +### Tools |
| 247 | + |
| 248 | +| Target | Description | |
| 249 | +|--------|-------------| |
| 250 | +| `generalszh_tools` | All Zero Hour tools | |
| 251 | +| `generalsv_tools` | All Generals tools | |
| 252 | +| `WorldBuilderZH` | Zero Hour map editor | |
| 253 | +| `WorldBuilderV` | Generals map editor | |
| 254 | +| `W3DViewZH` | Zero Hour 3D model viewer | |
| 255 | +| `W3DViewV` | Generals 3D model viewer | |
| 256 | + |
| 257 | +Build specific target: |
| 258 | +```bash |
| 259 | +cmake --build build/vc6 --target generalszh |
| 260 | +``` |
| 261 | + |
| 262 | +## Build Options |
| 263 | + |
| 264 | +CMake options that can be set during configuration: |
| 265 | + |
| 266 | +| Option | Default | Description | |
| 267 | +|--------|---------|-------------| |
| 268 | +| `RTS_BUILD_ZEROHOUR` | ON | Build Zero Hour code | |
| 269 | +| `RTS_BUILD_GENERALS` | ON | Build Generals code | |
| 270 | +| `RTS_BUILD_OPTION_DEBUG` | OFF | Debug build (breaks retail compatibility) | |
| 271 | +| `RTS_BUILD_OPTION_PROFILE` | OFF | Enable profiling | |
| 272 | +| `RTS_BUILD_OPTION_FFMPEG` | OFF | Enable FFmpeg support | |
| 273 | + |
| 274 | +Example: |
| 275 | +```bash |
| 276 | +cmake --preset vc6 -DRTS_BUILD_GENERALS=OFF # Zero Hour only |
| 277 | +``` |
| 278 | + |
| 279 | +## Troubleshooting |
| 280 | + |
| 281 | +### Docker Build Issues |
| 282 | + |
| 283 | +**"Permission denied" when running Docker** |
| 284 | +```bash |
| 285 | +# Add user to docker group |
| 286 | +sudo usermod -aG docker $USER |
| 287 | +# Log out and back in, or run: |
| 288 | +newgrp docker |
| 289 | +``` |
| 290 | + |
| 291 | +**Build fails with "out of memory"** |
| 292 | +- Increase Docker memory limit in Docker Desktop settings |
| 293 | +- Or build specific targets instead of all: |
| 294 | + ```bash |
| 295 | + ./scripts/build-linux.sh --target generalszh |
| 296 | + ``` |
| 297 | + |
| 298 | +### Wine Runtime Issues |
| 299 | + |
| 300 | +**"d3d8.dll not found"** |
| 301 | +- Install Wine's DirectX components: |
| 302 | + ```bash |
| 303 | + winetricks d3dx9 |
| 304 | + ``` |
| 305 | + |
| 306 | +**Game crashes on startup** |
| 307 | +- Try using a 32-bit Wine prefix |
| 308 | +- Check game data files are properly installed |
| 309 | +- Verify registry paths point to correct game directory |
| 310 | + |
| 311 | +### Windows Build Issues |
| 312 | + |
| 313 | +**"CMake Error: CMake was unable to find a build program"** |
| 314 | +- Ensure Ninja is installed and in PATH |
| 315 | +- Or use Visual Studio generator: `cmake -G "Visual Studio 17 2022" -A Win32 ..` |
| 316 | + |
| 317 | +**"Cannot find compiler"** |
| 318 | +- Open "Developer Command Prompt for VS 2022" before running CMake |
| 319 | +- Or ensure Visual Studio C++ tools are installed |
| 320 | + |
| 321 | +### General Issues |
| 322 | + |
| 323 | +**Replay compatibility test failures** |
| 324 | +- Use VC6 optimized build with `RTS_BUILD_OPTION_DEBUG=OFF` |
| 325 | +- Don't mix debug and release builds |
| 326 | + |
| 327 | +**Missing dependencies** |
| 328 | +- Dependencies are fetched automatically via CMake FetchContent |
| 329 | +- Ensure internet connection during first build |
| 330 | + |
| 331 | +## Additional Resources |
| 332 | + |
| 333 | +- [CLAUDE.md](CLAUDE.md) - AI assistant instructions for this codebase |
| 334 | +- [.github/workflows/](.github/workflows/) - CI build configurations |
| 335 | +- [cmake/](cmake/) - CMake configuration modules |
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