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[Parked] Build BlueWake for Windows through PadMint - #46
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…d module passes Windows' 2 GB DLL limit)
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PadMint can now build BlueWake for Windows from the player's own disc, on the Windows PC it will run on. Three changes make that work:
padmint.jsongains awindowstarget. It runsscripts/windows/build.pywith PadMint's git, CMake and Ninja and hands the player the finishedBlueWakefolder (PadMint's new folder output, Windows copies: program folders and a Windows player target padmint#99). The player installs one thing first: Visual Studio Build Tools with C++ Clang. PadMint checks for it throughvswherebefore downloading anything and explains how to install it. Xcode's checks now apply on Macs only.windows/pgo/app.profdatais an LLVM indexed profile, version 13. The clang in Visual Studio 2022 17.14 (19.1.5) cannot read it, so the app configure stopped with "unsupported instrumentation profile format version" for anyone on current Visual Studio. CI didn't catch this because it configures the app without the profile. The builder now checks the profile withllvm-profdataand, if it can't be read, builds the app without it (a little slower) and says so.logs/progress.jsonlevents like the Mac builder, so PadMint's page shows the stage and unit counts in place of a generic "running".Evidence so far, Windows 11 ARM64 VM (Parallels, x64 under emulation; not an x64 PC): PadMint's player path (
padmint make bluewake windows) passed the Visual Studio check and installed its tools. The builder then checked the GZLE01 disc, extracted main.dol and 415 RELs, translated the game, matched the verified composite source and built the mods. It fell back to-march=x86-64-v2because the emulator has no AVX. The rest of the build and a launch in the VM are still running. Tests:tests/test_windows_training.pyandtests/test_windows_prepared_cache.py, 26 passed.This stays a draft until the VM build finishes and the game starts there. Personal builds and the disc stay on this machine.
Parked (4 October): Windows players get ready-to-play builds from BlueWake's own releases instead; Mac, iPhone and iPad keep using PadMint. This stays a draft as an experimental route. Three builder fixes here may still help those builds: the app profile check for Visual Studio 17.14's clang 19, the x64 CMake target on Windows on ARM, and progress events. The training module's size (over the 2 GB DLL limit) is a separate finding.