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Use bundled Lua for Dreamcast instead of kos-ports
Ensures the LUA_USE_C89 fix always applies regardless of whether kos-ports Lua happens to be installed, and removes Lua as a kos-ports prerequisite. Signed-off-by: Panagiotis Georgiadis <pgeorgia@redhat.com>
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Packaging/dreamcast/README.md

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@@ -4,9 +4,10 @@ This folder contains the Dreamcast packaging flow for DevilutionX.
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## Prerequisites
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- [KallistiOS](http://gamedev.allusion.net/softprj/kos/) (KOS) with kos-ports (SDL1, zlib, bzip2)
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- [KallistiOS](https://kos-docs.dreamcast.wiki/) (KOS) with kos-ports (zlib, bzip2)
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- [`mkdcdisc`](https://gitlab.com/simulant/mkdcdisc) for CDI disc image creation
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SDL (GPF SDL with DMA video) and Lua are built from source automatically by `build.sh`.
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No external `fmt` patch is required. The build applies a bundled SH4 `libfmt` patch automatically.
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## Game Data (Required)

Packaging/dreamcast/build.sh

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GPF_SDL_DIR="${SCRIPT_DIR}/SDL-gpf"
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GPF_SDL_LIB="${KOS_BASE}/addons/lib/dreamcast/libSDL.a"
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GPF_SDL_HEADER="${KOS_BASE}/addons/include/dreamcast/SDL/SDL_dreamcast.h"
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if [ ! -f "${GPF_SDL_LIB}" ]; then
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if [ ! -f "${GPF_SDL_HEADER}" ]; then
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echo "Building GPF SDL (SDL-dreamhal--GLDC) for DMA video..."
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if [ ! -d "${GPF_SDL_DIR}" ]; then
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git clone --depth 1 -b SDL-dreamhal--GLDC \
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-S "${ROOT_DIR}"
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-B "${BUILD_DIR}"
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-DCMAKE_TOOLCHAIN_FILE="${ROOT_DIR}/CMake/platforms/dreamcast.toolchain.cmake"
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-DDEVILUTIONX_SYSTEM_LUA=OFF
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)
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if command -v ninja >/dev/null 2>&1; then

docs/building.md

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@@ -415,9 +415,10 @@ cmake --build build
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### Installing dependencies
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- [KallistiOS](http://gamedev.allusion.net/softprj/kos/) (KOS) with kos-ports (SDL1, zlib, bzip2)
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- [KallistiOS](https://kos-docs.dreamcast.wiki/) (KOS) with kos-ports (zlib, bzip2)
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- [`mkdcdisc`](https://gitlab.com/simulant/mkdcdisc) for CDI disc image creation
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SDL (GPF SDL with DMA video) and Lua are built from source automatically.
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No external `fmt` patch is required. The build applies a bundled SH4 fix automatically.
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### Game data

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