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Building from Source

Note: If you do not use git to manage the source you must provide the verion to CMake manually:

cmake .. -DVERSION_NUM=1.0.0 -DVERSION_SUFFIX=FFFFFFF
Linux

Installing dependencies on Debian and Ubuntu

sudo apt-get install cmake g++ libsdl2-mixer-dev libsdl2-ttf-dev libsodium-dev

Installing dependencies on Fedora

sudo dnf install cmake glibc-devel SDL2-devel SDL2_ttf-devel SDL2_mixer-devel libsodium-devel libasan libubsan

Compiling

cd build
cmake ..
make -j$(nproc)
macOS

Make sure you have Homebrew installed, then run:

brew bundle install
cd build
cmake ..
cmake --build . -j $(sysctl -n hw.physicalcpu)
FreeBSD

Installing dependencies

pkg install cmake sdl2_mixer sdl2_ttf libsodium

Compiling

cd build
cmake ..
cmake --build . -j $(sysctl -n hw.ncpu)
NetBSD

Installing dependencies

pkgin install cmake SDL2_mixer SDL2_ttf libsodium

Compiling

cd build
cmake ..
cmake --build . -j $(sysctl -n hw.ncpu)
OpenBSD

Installing dependencies

pkg_add cmake sdl2-mixer sdl2-ttf libsodium gmake

Compiling

cd build
cmake -DCMAKE_MAKE_PROGRAM=gmake ..
cmake --build . -j $(sysctl -n hw.ncpuonline)
Windows via MinGW

Installing dependencies on WSL, Debian and Ubuntu

32-bit

Download and place the 32bit MinGW Development Libraries of SDL2, SDL2_mixer, SDL2_ttf and Libsodium in /usr/i686-w64-mingw32. This can be done automatically by running Packaging/windows/mingw-prep.sh.

sudo apt-get install cmake gcc-mingw-w64-i686 g++-mingw-w64-i686

64-bit

Download and place the 64bit MinGW Development Libraries of SDL2, SDL2_mixer, SDL2_ttf and Libsodium in /usr/x86_64-w64-mingw32. This can be done automatically by running Packaging/windows/mingw-prep64.sh.

sudo apt-get install cmake gcc-mingw-w64-x86-64 g++-mingw-w64-x86-64

Compiling

32-bit

cd build
cmake -DCMAKE_TOOLCHAIN_FILE=../CMake/mingwcc.cmake ..
make -j$(nproc)

64-bit

cd build
cmake -DCMAKE_TOOLCHAIN_FILE=../CMake/mingwcc64.cmake ..
make -j$(nproc)
Windows via Visual Studio

Installing dependencies

Make sure to install the C++ CMake tools for Windows component for Visual Studio.

  • Using vcpkg (recommended)
  1. Install vcpkg following the instructions from https://github.com/microsoft/vcpkg#quick-start.

    Don't forget to perform user-wide integration step for additional convenience.

  2. Install required dependencies by executing the following command (via cmd or powershell):

    For the 64-bit version of the dependencies please run this command:

    vcpkg install sdl2:x64-windows sdl2-mixer:x64-windows sdl2-ttf:x64-windows libsodium:x64-windows
    

    For the 32-bit version of the dependencies please run this command:

    vcpkg install sdl2:x86-windows sdl2-mixer:x86-windows sdl2-ttf:x86-windows libsodium:x86-windows
    
  • Manually
  1. Download and place the MSVC Development Libraries of SDL2, SDL2_mixer, SDL2_ttf and Libsodium in %USERPROFILE%\AppData\Local\Microsoft\WindowsApps\.
  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.

Compiling

  • Through Open->CMake in Visual Studio
  1. Go to File -> Open -> CMake, select CMakeLists.txt from the project root.
  2. Select Build devilution.exe from the Build menu.
  • Through cmake-gui
  1. Input the path to devilutionx source directory at Where is the source code: field.
  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.
  3. It's recommended to input Win32 in Optional Platform for Generator, otherwise it will default to x64 build.
  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.
  5. In case you need to select any paths to dependencies manually do this right in cmake-gui window.
  6. Press Generate and open produced .sln file using Visual Studio.
  7. Use build/debug etc. commands inside Visual Studio Solution like with any normal Visual Studio project.
Nintendo Switch Run:
Packaging/switch/build.sh

This will install the Switch devkit 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:

DEVKITPRO=<path to devkit> Packaging/switch/build.sh

The nro-file will be generated in the build folder. Test with an emulator (RyuJinx) or real hardware.

Nintendo Switch manual

Nintendo 3DS

Installing dependencies

https://devkitpro.org/wiki/Getting_Started

sudo (dkp-)pacman -S devkitARM general-tools 3dstools devkitpro-pkgbuild-helpers \
	libctru citro3d 3ds-sdl 3ds-sdl_ttf 3ds-sdl_mixer \
	3ds-freetype 3ds-libogg 3ds-libvorbisidec 3ds-mikmod
  • Download or compile bannertool and makerom
    • Copy binaries to: /opt/devkitpro/tools/bin/

Compiling

cd build
cmake .. -DNIGHTLY_BUILD=ON -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/3ds.cmake
make -j$(nproc)

The output-files will be generated in the build folder.

Nintendo 3DS manual

PlayStation Vita

Compiling

cd build
cmake -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release ..
make

PlayStation Vita manual

Haiku

Installing dependencies on 32 bit Haiku

pkgman install cmake_x86 devel:libsdl2_x86 devel:libsdl2_mixer_x86 devel:libsdl2_ttf_x86 devel:libsodium_x86

Installing dependencies on 64 bit Haiku

pkgman install cmake devel:libsdl2 devel:libsdl2_mixer devel:libsdl2_ttf devel:libsodium

Compiling on 32 bit Haiku

cd build
setarch x86 #Switch to secondary compiler toolchain (GCC8+)
cmake ..
cmake --build . -j $(nproc)

Compiling on 64 bit Haiku

No setarch required, as there is no secondary toolchain on x86_64, and the primary is GCC8+

cd build
cmake ..
cmake --build . -j $(nproc)
OpenDingux / RetroFW

DevilutionX uses buildroot to build packages for OpenDingux and RetroFW.

The build script does the following:

  1. Downloads and configures the buildroot if necessary.
  2. Builds the executable (using CMake).
  3. Packages the executable and all related resources into an .ipk or .opk package.

The buildroot uses ~2.5 GiB of disk space and can take 20 minutes to build.

For OpenDingux builds mksquashfs needs to be installed.

To build, run the following command

Packaging/OpenDingux/build.sh <platform>

Replace <platform> with one of: retrofw, rg350, or gkd350h.

This prepares and uses the buildroot at $HOME/buildroot-$PLATFORM-devilutionx.

End-user manuals are available here:

Clockwork PI GameShell

You can either call

Packaging/cpi-gamesh/build.sh

to install dependencies and build the code.

Or you create a new directory under /home/cpi/apps/Menu and copy the file there. After restarting the UI, you can download and compile the game directly from the device itself. See the readme for more details.

Amiga via Docker

Build the container from the repo root

docker build -f Packaging/amiga/Dockerfile -t devilutionx-amiga .

Build DevilutionX Amiga binary

docker run --rm -v "${PWD}:/work" devilutionx-amiga
sudo chown "${USER}:" build-amiga/*

The command above builds DevilutionX in release mode. For other build options, you can run the container interactively:

docker run -ti --rm -v "${PWD}:/work" devilutionx-amiga bash

See the CMD in Packaging/amiga/Dockerfile for reference.

Copy the necessary files

Outside of the Docker container, from the DevilutionX directory, run:

cp Packaging/amiga/devilutionx.info Packaging/amiga/LiberationSerif-Bold.ttf build-amiga/
sudo chown "${USER}:" build-amiga/*

To actually start DevilutionX, increase the stack size to 50KiB in Amiga. You can do this by selecting the DevilutionX icon, then hold right mouse button and select Icons -> Information in the top menu.

CMake build options

General

  • -DBINARY_RELEASE=ON changed build type to release and optimize for distribution.
  • -DNONET=ON disable network support, this also removes the need for the ASIO and Sodium.
  • -DUSE_SDL1=ON build for SDL v1 instead of v2, not all features are supported under SDL v1, notably upscaling.
  • -DCMAKE_TOOLCHAIN_FILE=../CMake/32bit.cmake generate 32bit builds on 64bit platforms (remember to use the linux32 command if on Linux).
  • -DCROSS_PREFIX=/path/to/prefix set the path to the i686-w64-mingw32 directory.

Debug builds

  • -DDEBUG=OFF disable debug mode of the Diablo engine.
  • -DASAN=OFF disable address sanitizer.
  • -DUBSAN=OFF disable undefined behavior sanitizer.