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3 changes: 3 additions & 0 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,9 @@ if(BUILD_TESTING)
get_filename_component(testCompilerDirectory "${CMAKE_CXX_COMPILER}" DIRECTORY)
foreach(runtimeName IN ITEMS libgcc_s_seh-1.dll libstdc++-6.dll libwinpthread-1.dll)
if(NOT EXISTS "${testCompilerDirectory}/${runtimeName}")
if(ANYPS5_RELINKER_ONLY)
continue()
endif()
message(FATAL_ERROR "Cannot locate MinGW runtime: ${runtimeName}")
endif()
file(COPY "${testCompilerDirectory}/${runtimeName}" DESTINATION "${ANYPS5_TEST_OUTPUT_DIRECTORY}")
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2 changes: 1 addition & 1 deletion docs/dev/BUILD.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ ctest --test-dir build-relinker --output-on-failure

Python must be found during CMake configuration for Python tests to be registered. List registered tests with `ctest --test-dir build-relinker -N` and look for `input_magic`, a Python-backed relinker test. If automatic discovery fails, add `-DPython3_EXECUTABLE="C:/path/to/python.exe"` to the configure command, using the path to your Python interpreter, then list the tests again.

This mode builds the conversion tool and its tests on Linux, Windows and macOS, including Apple Silicon. macOS uses AppleClang from the Xcode command-line tools; Windows uses the MinGW-w64 toolchain below. The executable is `build-relinker/core/relinker/relinker` (`relinker.exe` on Windows with Ninja).
This mode builds the conversion tool and its tests on Linux, Windows and macOS, including Apple Silicon. macOS uses AppleClang from the Xcode command-line tools. Windows uses MinGW-w64 GCC with C++20 support and accepts distributions with static or shared runtimes; the WinLibs requirement below applies to the full build. The executable is `build-relinker/core/relinker/relinker` (`relinker.exe` on Windows with Ninja).

The output is x86-64: Linux ELF by default, Windows PE with `--windows` or Mach-O with `--macos` ([usage](../user/USAGE.md#input-and-conversion)). Converted games need system libraries built for the target OS and a compatible x86-64 host. This mode does not build those libraries, and releases ship them for Linux and Windows only. Tests inspect all three output formats; execution checks run only on their compatible hosts.

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