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fteqcc - Online in the Cloud

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PROGRAM:

NAME


fteqcc - FTE QuakeC compiler

SYNOPSIS


fteqcc [options]

DESCRIPTION


This manual page documents briefly the fteqcc command.

fteqcc is a program that compiles QuakeC sourcecode to binaray game data of Quake1 or
QuakeWorld based games.

OPTIONS


--help Show summary of options.

-Fautoproto
enable automatic prototyping

-Fwasm dump all assembler code to qc.asm

-Kkeyword, -Kno-keyword
turn language keywords on or off. Keywords available to toggle are: asm, break,
case, class, const, continue, default, entity, enum, enumflags, extern, float, for,
goto, int, integer, noref, nosave, shared, state, string, struct, switch,
thinktime, typedef, union, var and vector.

-O0, -O1, -O2, -O3,
use optimisation level between 0 and 3. With 0, no optimisation takes place, other
values include more or less of the options in the section OPTIMISATION.

-src directory
Specify a directory to look for source files (progs.src) in.

-Wall show all warnings

FORMAT


fteqcc supports several output formats.

-Tstandard, -Tq1, -Tquakec
This is the default setting and generates code compatible with original Quake1.

-Thexen2, -Th2
Outputs Hexen2 compatible code.

-Tkkqwsv, -Tkk7, -Tbigprogs, -Tversion7, -Tkkqwsv
Generates KK Version 7 compatible progs

-Tfte Generates code specific to FTE Quake.

OPTIMISATION


The following options may be used to fine-tune optimisation. Some of them are activated
automatically.

-Oassignments
c = a*b is performed in one operation rather than two, and can cause older
decompilers to fail.

-Oshortenifs
if (!a) was traditionally compiled in two statements. This optimisation does it in
one, but can cause some decompilers to get confused.

-Ononvec_parms
In the origional qcc, function parameters were specified as a vector store even for
floats. This fixes that.

-Oconstant_names
strips out the names of constants from your progs, resulting in smaller files. It
makes decompilers leave out names or fabricate numerical ones.

-Oconstant_name_strings
strips out the names of string constants from your progs. This can break addons, so
don't use it in those cases.

-Odupconstdefs
merge definitions of constants which are the same value. Pay extra attention to
assignment to constant warnings.

-Onouplicatestrings
compact the string table that is stored in the progs. It will be considerably
smaller with this.

-Olocals
Strips out local names and definitions. This makes it REALLY hard to decompile

-Ofunction_names
This strips out the names of functions which are never called. Doesn't make much of
an impact though.

-Ofilenames
This strips out the filenames of the progs. This can confuse the really old
decompilers, but is nothing to the more recent ones.

-Ounreferenced
Removes the entries of unreferenced variables. Doesn't make a difference in well
maintained code.

-Ooverlaptemps
Optimises the pr_globals count by overlapping temporaries. In QC, every
multiplication, division or operation in general produces a temporary variable.
This optimisation prevents excess, and in the case of Hexen2's gamecode, reduces
the count by 50k. This is the most important optimisation, ever.

-Oconstantarithmatic
5*6 actually emits an operation into the progs. This prevents that happening,
effectivly making the compiler see 30

-Oprecache_file
Strip out stuff wasted used in function calls and strings to the precache_file
builtin (which is actually a stub in quake).

-Oreturn_only
Functions ending in a return statement do not need a done statement at the end of
the function. This can confuse some decompilers, making functions appear larger
than they were.

-Ocompound_jumps
This optimisation plays an effect mostly with nested if/else statements, instead of
jumping to an unconditional jump statement, it'll jump to the final destination
instead. This will bewilder decompilers.

-Ostrip_functions
Strips out the 'defs' of functions that were only ever called directly. This does
not affect saved games.

-Olocals_marshalling
Store all locals in one section of the pr_globals. Vastly reducing it. This
effectivly does the job of overlaptemps. It's been noticed as buggy by a few,
however, and the curcumstances where it causes problems are not yet known.

-Ovectorcals
Where a function is called with just a vector, this causes the function call to
store three floats instead of one vector. This can save a good number of pr_globals
where those vectors contain many duplicate coordinates but do not match entirly.

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