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# Building from Source |
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<details><summary>Linux</summary> |
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|
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### Installing dependencies on Debian and Ubuntu |
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``` |
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sudo apt-get install cmake g++ libsdl2-mixer-dev libsdl2-ttf-dev libsodium-dev |
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``` |
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### Installing dependencies on Fedora |
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``` |
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sudo dnf install cmake glibc-devel SDL2-devel SDL2_ttf-devel SDL2_mixer-devel libsodium-devel libasan libubsan |
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``` |
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### Compiling |
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``` |
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cd build |
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cmake .. |
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make -j$(nproc) |
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``` |
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</details> |
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|
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<details><summary>macOS</summary> |
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|
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Make sure you have [Homebrew](https://brew.sh/) installed, then run: |
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|
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``` |
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brew bundle install |
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cd build |
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cmake .. |
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cmake --build . -j $(sysctl -n hw.physicalcpu) |
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``` |
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</details> |
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<details><summary>FreeBSD</summary> |
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|
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### Installing dependencies |
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``` |
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pkg install cmake sdl2_mixer sdl2_ttf libsodium |
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``` |
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### Compiling |
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``` |
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cd build |
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cmake .. |
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cmake --build . -j $(sysctl -n hw.ncpu) |
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``` |
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</details> |
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<details><summary>NetBSD</summary> |
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|
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### Installing dependencies |
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``` |
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pkgin install cmake SDL2_mixer SDL2_ttf libsodium |
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``` |
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### Compiling |
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``` |
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cd build |
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cmake .. |
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cmake --build . -j $(sysctl -n hw.ncpu) |
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``` |
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</details> |
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|
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<details><summary>OpenBSD</summary> |
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|
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### Installing dependencies |
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``` |
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pkg_add cmake sdl2-mixer sdl2-ttf libsodium gmake |
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``` |
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### Compiling |
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``` |
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cd build |
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cmake -DCMAKE_MAKE_PROGRAM=gmake .. |
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cmake --build . -j $(sysctl -n hw.ncpuonline) |
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``` |
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</details> |
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|
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<details><summary>Windows via MinGW</summary> |
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|
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### Installing dependencies on WSL, Debian and Ubuntu |
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|
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### 32-bit |
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|
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Download and place the 32bit MinGW Development Libraries of [SDL2](https://www.libsdl.org/download-2.0.php), [SDL2_mixer](https://www.libsdl.org/projects/SDL_mixer/), [SDL2_ttf](https://www.libsdl.org/projects/SDL_ttf/) and [Libsodium](https://github.com/jedisct1/libsodium/releases) in `/usr/i686-w64-mingw32`. This can be done automatically by running `Packaging/windows/mingw-prep.sh`. |
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|
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``` |
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sudo apt-get install cmake gcc-mingw-w64-i686 g++-mingw-w64-i686 |
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``` |
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|
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### 64-bit |
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|
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Download and place the 64bit MinGW Development Libraries of [SDL2](https://www.libsdl.org/download-2.0.php), [SDL2_mixer](https://www.libsdl.org/projects/SDL_mixer/), [SDL2_ttf](https://www.libsdl.org/projects/SDL_ttf/) and [Libsodium](https://github.com/jedisct1/libsodium/releases) in `/usr/x86_64-w64-mingw32`. This can be done automatically by running `Packaging/windows/mingw-prep64.sh`. |
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|
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``` |
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sudo apt-get install cmake gcc-mingw-w64-x86-64 g++-mingw-w64-x86-64 |
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``` |
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### Compiling |
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|
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### 32-bit |
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|
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``` |
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cd build |
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cmake -DCMAKE_TOOLCHAIN_FILE=../CMake/mingwcc.cmake .. |
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make -j$(nproc) |
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``` |
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|
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### 64-bit |
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|
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``` |
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cd build |
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cmake -DCMAKE_TOOLCHAIN_FILE=../CMake/mingwcc64.cmake .. |
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make -j$(nproc) |
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``` |
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</details> |
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<details><summary>Windows via Visual Studio</summary> |
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|
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### Installing dependencies |
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Make sure to install the `C++ CMake tools for Windows` component for Visual Studio. |
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|
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* **Using vcpkg (recommended)** |
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1. Install vcpkg following the instructions from https://github.com/microsoft/vcpkg#quick-start. |
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|
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Don't forget to perform _user-wide integration_ step for additional convenience. |
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2. Install required dependencies by executing the following command (via cmd or powershell): |
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|
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For the 64-bit version of the dependencies please run this command: |
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|
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``` |
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vcpkg install sdl2:x64-windows sdl2-mixer:x64-windows sdl2-ttf:x64-windows libsodium:x64-windows |
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``` |
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|
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For the 32-bit version of the dependencies please run this command: |
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|
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``` |
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vcpkg install sdl2:x86-windows sdl2-mixer:x86-windows sdl2-ttf:x86-windows libsodium:x86-windows |
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``` |
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|
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* **Manually** |
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1. Download and place the MSVC Development Libraries of [SDL2](https://www.libsdl.org/download-2.0.php), [SDL2_mixer](https://www.libsdl.org/projects/SDL_mixer/), [SDL2_ttf](https://www.libsdl.org/projects/SDL_ttf/) and [Libsodium](https://github.com/jedisct1/libsodium/releases) in `%USERPROFILE%\AppData\Local\Microsoft\WindowsApps\`. |
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2. If dependencies are not found or you wish to place them in other location - configure required path variables in _"Manage Configurations..."_ dialog inside Visual Studio or in _cmake-gui_. |
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|
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### Compiling |
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|
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* **Through Open->CMake in Visual Studio** |
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1. Go to `File -> Open -> CMake`, select `CMakeLists.txt` from the project root. |
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2. Select `Build devilution.exe` from the `Build` menu. |
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|
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* **Through cmake-gui** |
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|
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1. Input the path to devilutionx source directory at `Where is the source code:` field. |
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2. Input the path where the binaries would be placed at `Where to build the binaries:` field. If you want to place them inside source directory it's preferable to do so inside directory called `build` to avoid the binaries being added to the source tree. |
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3. It's recommended to input `Win32` in `Optional Platform for Generator`, otherwise it will default to x64 build. |
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4. In case you're using `vcpkg` select `Specify toolchain file for cross-compiling` and select the file `scripts/buildsystems/vcpkg.cmake` from `vcpkg` directory otherwise just go with `Use default native compilers`. |
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5. In case you need to select any paths to dependencies manually do this right in cmake-gui window. |
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6. Press `Generate` and open produced `.sln` file using Visual Studio. |
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7. Use build/debug etc. commands inside Visual Studio Solution like with any normal Visual Studio project. |
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</details> |
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|
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<details><summary>Nintendo Switch</summary> |
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Run: |
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|
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``` |
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Packaging/switch/build.sh |
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``` |
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|
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This will install the [Switch devkit](https://switchbrew.org/wiki/Setting_up_Development_Environment) and build a DevilutionX Switch package. If you already have the devkit installed, or are on a non-Debian system, pass the the devkit path to the script like this: |
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|
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``` |
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DEVKITPRO=<path to devkit> Packaging/switch/build.sh |
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``` |
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|
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The nro-file will be generated in the build folder. Test with an emulator (RyuJinx) or real hardware. |
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|
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[Nintendo Switch manual](docs/manual/platforms/switch.md) |
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|
</details> |
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|
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<details><summary>Nintendo 3DS</summary> |
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|
|
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### Installing dependencies |
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|
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https://devkitpro.org/wiki/Getting_Started |
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|
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|
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- Install (dkp-)pacman: https://devkitpro.org/wiki/devkitPro_pacman |
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|
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- Install required packages with (dkp-)pacman: |
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``` |
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sudo (dkp-)pacman -S devkitARM general-tools 3dstools devkitpro-pkgbuild-helpers \ |
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libctru citro3d 3ds-sdl 3ds-sdl_ttf 3ds-sdl_mixer \ |
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3ds-freetype 3ds-libogg 3ds-libvorbisidec 3ds-mikmod |
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``` |
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- Download or compile [bannertool](https://github.com/Steveice10/bannertool/releases) and [makerom](https://github.com/jakcron/Project_CTR/releases) |
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- Copy binaries to: `/opt/devkitpro/tools/bin/` |
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|
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### Compiling |
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``` |
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cd build |
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cmake .. -DNIGHTLY_BUILD=ON -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/3ds.cmake |
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make -j$(nproc) |
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``` |
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The output-files will be generated in the build folder. |
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|
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[Nintendo 3DS manual](docs/manual/platforms/n3ds.md) |
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</details> |
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|
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|
<details><summary>PlayStation Vita</summary> |
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|
|
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|
### Compiling |
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|
``` |
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|
cd build |
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cmake -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release .. |
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make |
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|
``` |
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|
[PlayStation Vita manual](docs/manual/platforms/vita.md) |
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|
</details> |
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|
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|
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<details><summary>Haiku</summary> |
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|
|
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|
### Installing dependencies on 32 bit Haiku |
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|
``` |
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|
pkgman install cmake_x86 devel:libsdl2_x86 devel:libsdl2_mixer_x86 devel:libsdl2_ttf_x86 devel:libsodium_x86 |
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|
``` |
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### Installing dependencies on 64 bit Haiku |
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|
``` |
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pkgman install cmake devel:libsdl2 devel:libsdl2_mixer devel:libsdl2_ttf devel:libsodium |
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|
``` |
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### Compiling on 32 bit Haiku |
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|
``` |
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|
cd build |
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setarch x86 #Switch to secondary compiler toolchain (GCC8+) |
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cmake .. |
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|
cmake --build . -j $(nproc) |
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|
``` |
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|
### Compiling on 64 bit Haiku |
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|
No setarch required, as there is no secondary toolchain on x86_64, and the primary is GCC8+ |
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|
``` |
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|
cd build |
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|
cmake .. |
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|
cmake --build . -j $(nproc) |
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|
``` |
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|
</details> |
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|
|
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|
<details><summary>OpenDingux / RetroFW</summary> |
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|
|
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|
DevilutionX uses buildroot to build packages for OpenDingux and RetroFW. |
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|
|
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|
The build script does the following: |
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|
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|
1. Downloads and configures the buildroot if necessary. |
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2. Builds the executable (using CMake). |
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3. Packages the executable and all related resources into an `.ipk` or `.opk` package. |
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|
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|
The buildroot uses ~2.5 GiB of disk space and can take 20 minutes to build. |
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|
|
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|
For OpenDingux builds `mksquashfs` needs to be installed. |
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|
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|
To build, run the following command |
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|
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|
~~~ bash |
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Packaging/OpenDingux/build.sh <platform> |
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|
~~~ |
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|
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|
Replace `<platform>` with one of: `retrofw`, `rg350`, or `gkd350h`. |
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|
|
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|
This prepares and uses the buildroot at `$HOME/buildroot-$PLATFORM-devilutionx`. |
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|
|
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|
End-user manuals are available here: |
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|
|
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|
* [RetroFW manual](docs/manual/platforms/retrofw.md) |
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|
* [RG-350 manual](docs/manual/platforms/rg350.md) |
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|
* [GKD350h manual](docs/manual/platforms/gkd350h.md) |
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|
|
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|
</details> |
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|
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|
<details><summary>Clockwork PI GameShell</summary> |
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|
|
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|
You can either call |
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|
~~~ bash |
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|
Packaging/cpi-gamesh/build.sh |
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|
~~~ |
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|
to install dependencies and build the code. |
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|
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|
Or you create a new directory under `/home/cpi/apps/Menu` and copy [the file](Packaging/cpi-gamesh/__init__.py) there. After restarting the UI, you can download and compile the game directly from the device itself. See [the readme](Packaging/cpi-gamesh/readme.md) for more details. |
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|
</details> |
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|
|
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|
<details><summary>Amiga via Docker</summary> |
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|
|
||||||
|
### Build the container from the repo root |
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|
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|
~~~ bash |
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|
docker build -f Packaging/amiga/Dockerfile -t devilutionx-amiga . |
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|
~~~ |
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|
|
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|
### Build DevilutionX Amiga binary |
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|
|
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|
~~~ bash |
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docker run --rm -v "${PWD}:/work" devilutionx-amiga |
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|
sudo chown "${USER}:" build-amiga/* |
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|
~~~ |
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|
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|
The command above builds DevilutionX in release mode. |
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For other build options, you can run the container interactively: |
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|
|
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|
~~~ bash |
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|
docker run -ti --rm -v "${PWD}:/work" devilutionx-amiga bash |
||||||
|
~~~ |
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|
|
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|
See the `CMD` in `Packaging/amiga/Dockerfile` for reference. |
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|
|
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|
### Copy the necessary files |
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|
|
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|
Outside of the Docker container, from the DevilutionX directory, run: |
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|
|
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|
~~~ bash |
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cp Packaging/amiga/devilutionx.info Packaging/amiga/LiberationSerif-Bold.ttf build-amiga/ |
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|
sudo chown "${USER}:" build-amiga/* |
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|
~~~ |
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|
|
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|
To actually start DevilutionX, increase the stack size to 50KiB in Amiga. |
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|
You can do this by selecting the DevilutionX icon, then hold right mouse button and |
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|
select Icons -> Information in the top menu. |
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|
</details> |
||||||
|
|
||||||
|
<details><summary><b>CMake build options</b></summary> |
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|
|
||||||
|
### General |
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|
- `-DBINARY_RELEASE=ON` changed build type to release and optimize for distribution. |
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|
- `-DNONET=ON` disable network support, this also removes the need for the ASIO and Sodium. |
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|
- `-DUSE_SDL1=ON` build for SDL v1 instead of v2, not all features are supported under SDL v1, notably upscaling. |
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|
- `-DCMAKE_TOOLCHAIN_FILE=../CMake/32bit.cmake` generate 32bit builds on 64bit platforms (remember to use the `linux32` command if on Linux). |
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|
- `-DCROSS_PREFIX=/path/to/prefix` set the path to the `i686-w64-mingw32` directory. |
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|
|
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|
### Debug builds |
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|
- `-DDEBUG=OFF` disable debug mode of the Diablo engine. |
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|
- `-DASAN=OFF` disable address sanitizer. |
||||||
|
- `-DUBSAN=OFF` disable undefined behavior sanitizer. |
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|
|
||||||
|
</details> |
||||||
Loading…
Reference in new issue