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@@ -43,22 +43,40 @@ Windows
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### Visual Studio
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-To build SDLPAL as a Windows **desktop** app, you can use ***Microsoft Visual Studio*** (*2013* or higher). Please open the project file *`sdlpal.sln`* under the *`win32`* directory.
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+To build SDLPAL as a Windows **desktop** app, you can use ***Microsoft Visual Studio 2015*** or ***Microsoft Visual Studio 2017*** (the support of *Visual Studio 2013* is **deprecated** now and will be removed in future) to open the solution file *`sdlpal.sln`* under the *`win32`* directory. As a dependency, you need to have [SDL 2.0](https://www.libsdl.org/download-2.0.php) development or source files installed at the *`SDL2`* directory under the source tree.
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-To build SDLPAL as a Windows **store** app (or Windows Phone app), open the appropriate project files *`SDLPal.UWP.sln`* (for Windows 10), *`SDLPal.Windows.sln`* (for Windows 8.1), *`SDLPal.WindowsPhone.sln`* (for Windows Phone 8.1) under the *`winrt`* directory. Please note that Visual Studio 2015 or higher version is required to compile the UWP version.
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+To build SDLPAL as a **Universal Windows Platform** app, you can use ***Microsoft Visual Studio 2015*** or ***Microsoft Visual Studio 2017*** to open the solution file *`SDLPal.UWP.sln`* under the *`winrt`* directory. As a dependency, you need to have [SDL 2.0](https://www.libsdl.org/download-2.0.php) **source** files installed at the *`SDL2`* directory under the source tree.
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-For all situations, you need to have [SDL 2.0](https://www.libsdl.org/download-2.0.php) development or source files installed at the *`SDL2`* directory under the source tree. You may need to modify the project files if you use the SDL development package.
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+There are also solution files for building traditional **Windows (phone) store app** under the *`winrt`* directory, but they are deprecated and will be removed in future.
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### MinGW
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-To build SDLPAL as a Windows **desktop** app, you can also use ***MinGW***. Steps for building under MinGW is similar as those for *Linux*, by replacing the directory name from *`unix`* to *`win32`*.
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+To build SDLPAL as a Windows **desktop** app, you can also use ***MinGW***. Steps for building under MinGW varies depends on the compiling environment you have:
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+
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+* If you need to compile SDLPAL under **Windows** shell environment, please go to the root of the source code tree and type:
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+```shell
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+$ cd win32
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+$ make -f Makefile.mingw
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+```
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+
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+* If you need to compile SDLPAL under **msys** shell environment, please go to the root of the source code tree and type:
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+```shell
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+$ cd win32
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+$ make
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+```
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+
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+* If you need to cross-compile SDLPAL under **Linux** shell environment, please go to the root of the source code tree and type:
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+```shell
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+$ cd win32
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+$ make HOST=i686-w64-mingw32- # This builds a 32-bit executable. To build a 64-bit executable, replace 'i686' by 'x86_64'.
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+```
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Linux or Unix
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-------------
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To build the game, please go to the root of the source code tree and type:
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-```
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+```shell
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$ cd unix
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$ make
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```
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@@ -79,7 +97,7 @@ Android
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-------
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To build the game, please go to the root of the source code tree and type:
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-```
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+```shell
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cd android/jni
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ndk-build
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cd ..
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@@ -91,7 +109,7 @@ Nintendo 3DS
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------------
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To build the game, please go to the root of the source code tree and type:
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-```
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+```shell
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cd 3ds
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make
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make cia
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@@ -109,7 +127,7 @@ Choosing the battle system
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By default, SDLPAL builds a *"classic"* turn-based battle system which is designed to be 100% the same as the original game.
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-However, SDLPAL also provides a revised battle system which is more exciting yet somewhat harder than the original game. If you prefer this new battle system, please define the macro `ENABLE_REVISIED_BATTLE` in *`Makefile`* or in *`common.h`* and recompile the project.
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+SDLPAL also provides a revised battle system (***deprecated*** and will be removed in future) which is more exciting yet somewhat harder than the original game. If you prefer this battle system, please define the macro `ENABLE_REVISIED_BATTLE` in *`Makefile`* or in *`common.h`* and recompile the project.
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Running the game
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