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Building from Source

DevilutionX provides a source package with the release (devilutionx-src.tar.xz) that contains all the dependencies that must be vendored, the version information, and devilutionx.mpq. This is the version most appropriate for packaging DevilutionX for Linux distributions. For other use cases, use the git repository.

Note: If you do not use git or devilutionx-src.tar.xz to get the source you must provide the version to CMake manually:

cmake -S. -Bbuild -DVERSION_NUM=1.0.0 -DVERSION_SUFFIX=FFFFFFF -DCMAKE_BUILD_TYPE=Release
Linux

Note that pkg-config is an optional dependency for finding libsodium, although we have a fallback if necessary.

Installing dependencies on Debian and Ubuntu

sudo apt-get install cmake g++ libsdl2-dev libsodium-dev libpng-dev libbz2-dev libgtest-dev libgmock-dev libsdl2-image-dev libfmt-dev

If you want to build the translations (optional)

sudo apt-get install gettext poedit

If you want to build the devilutionX.mpq File (optional)

sudo apt-get install smpq

Installing dependencies on Fedora

sudo dnf install cmake gcc-c++ glibc-devel libstdc++-static SDL2-devel libsodium-devel libpng-devel bzip2-devel gmock-devel gtest-devel libasan libubsan fmt-devel

Compiling

cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(getconf _NPROCESSORS_ONLN)
macOS

Make sure you have Homebrew installed, then run:

brew bundle install
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(sysctl -n hw.physicalcpu)
iOS

Make sure you have Homebrew installed, then run:

brew install cmake
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=../CMake/Platforms/ios.toolchain.cmake  -DENABLE_BITCODE=0 -DPLATFORM=OS64
cmake --build build -j $(sysctl -n hw.physicalcpu) --config Release
cd build
rm -rf Payload
mkdir -p Payload
mv devilutionx.app Payload
zip -r devilutionx.ipa Payload

For testing with the Simulator instead run the following:

cmake -S. -Bbuild -G Xcode -DCMAKE_TOOLCHAIN_FILE=../CMake/Platforms/ios.toolchain.cmake -DPLATFORM=SIMULATOR64

Then open the generated Xcode project and run things from there.

FreeBSD

Installing dependencies

pkg install cmake sdl2 libsodium libpng bzip2 googletest

Compiling

cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(sysctl -n hw.ncpu)
NetBSD

Installing dependencies

pkgin install cmake SDL2 libsodium libpng bzip2 googletest

Compiling

cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(sysctl -n hw.ncpu)
OpenBSD

Installing dependencies

pkg_add cmake sdl2 libsodium libpng bzip2 gmake googletest

Compiling

cmake -S. -Bbuild -DCMAKE_MAKE_PROGRAM=gmake -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(sysctl -n hw.ncpuonline)
Windows via MinGW

Installing dependencies on WSL, Debian and Ubuntu

32-bit

Download the 32bit MinGW Development Libraries of SDL2 and Libsodium as well as headers for zlib and place them 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 pkg-config-mingw-w64-i686 libz-mingw-w64-dev

64-bit

Download the 64bit MinGW Development Libraries of SDL2 and Libsodium as well as headers for zlib and place them 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 pkg-config-mingw-w64-x86-64 libz-mingw-w64-dev

Compiling

32-bit

cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=../CMake/platforms/mingwcc.toolchain.cmake -DCMAKE_BUILD_TYPE=Release -DDEVILUTIONX_SYSTEM_BZIP2=OFF
cmake --build build -j $(getconf _NPROCESSORS_ONLN)

64-bit

cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=../CMake/platforms/mingwcc64.toolchain.cmake -DCMAKE_BUILD_TYPE=Release -DDEVILUTIONX_SYSTEM_BZIP2=OFF
cmake --build build -j $(getconf _NPROCESSORS_ONLN)

Note: If your (i686|x86_64)-w64-mingw32 directory is not in /usr (e.g. when on Debian), the mingw-prep scripts and the CMake command won't work. You need adjust the mingw-prep scripts and pass -DCROSS_PREFIX=/path to CMake to set the path to the parent of the (i686|x86_64)-w64-mingw32 directory.

Windows via Visual Studio

Installing dependencies

Make sure to install the workload Desktop development with C++ and the individual components C++ CMake tools for Windows and Windows SDK for Visual Studio. Note: Windows SDK component should match your Windows build version.

Install Git for Windows

Run the following commands in Command Prompt or Powershell
git clone https://github.com/microsoft/vcpkg
cd vcpkg
bootstrap-vcpkg.bat
vcpkg integrate install

If you need aditional instructions for vcpkg you can find the documentation here.

If you want to build the devilutionX.mpq File (optional)

In order to build devilutionx.mpq, install smpq from https://launchpad.net/smpq/trunk/1.6/+download/SMPQ-1.6-x86_64.exe. The location of this tool will need to be added to the system's PATH environment variable.

Compiling

  • Through Open->CMake in Visual Studio
  1. Go to File -> Open -> CMake, select CMakeLists.txt from the project root.
  2. Select the x64-Release configuration (or x86 for 32 bit builds, -Debug for debug builds).
  3. Select Build devilution.exe from the Build menu.
  • Through GCC/WSL in Visual Studio
  1. Ensure the WSL environment has the build pre-requisites for both devilutionX (see "Installing Dependencies on Debian and Ubuntu" under the "Linux" section above) and WSL remote development.
  2. Select the WSL-GCC-x64-Debug configuration.
  3. Select Build devilution 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.
Android

Installing dependencies

Install Android Studio After first launch configuration, go to "Configure -> SDK Manager -> SDK Tools". Select "NDK (Side by side)" and "CMake" checkboxes and click "OK".

Compiling

Click "Open Existing Project" and choose "android-project" folder in DevilutionX root folder. Wait until Gradle sync is completed. In Android Studio, go to "Build -> Make Project" or use the shortcut Ctrl+F9 You can find the compiled APK in /android-project/app/build/outputs/apk/

Nintendo Switch

Installing dependencies

https://devkitpro.org/wiki/Getting_Started

sudo (dkp-)pacman -S --needed - < Packaging/switch/packages.txt
  • Install smpq (if building from git or a source archive without devilutionx.mpq) DevilutionX requires some core assets to render UI elements and fonts even if game data is not available. While some platforms can load this from the filesystem as loose files the switch build currently only supports bundling the mpq archive inside the nro. If you're building DevilutionX on a supported platform a prebuilt binary may be available from your package distribution system (e.g. sudo apt install smpq or yum install smpq), on windows you can download the latest version from Launchpad.net, and unix based OSes can build from source using tools/build_and_install_smpq.sh

Compiling

cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_ASSETS_MPQ=ON
cmake --build build -j $(getconf _NPROCESSORS_ONLN)

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-libpng \
		3ds-cmake 3ds-pkg-config picasso 3dslink
  • Download or compile bannertool and makerom
    • Copy binaries to: /opt/devkitpro/tools/bin/

Compiling

If you are compiling using MSYS2, you will need to run export MSYS2_ARG_CONV_EXCL=-D before compiling. Otherwise, MSYS will sanitize file paths in compiler flags which will likely lead to errors in the build.

cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(getconf _NPROCESSORS_ONLN)

The output files will be generated in the build folder.

Nintendo 3DS manual

PlayStation Vita

Compiling

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

PlayStation Vita manual

Haiku

Installing dependencies on 32 bit Haiku

pkgman install cmake_x86 devel:libsdl2_x86 devel:libsodium_x86 devel:libpng_x86 devel:bzip2_x86

Installing dependencies on 64 bit Haiku

pkgman install cmake devel:libsdl2 devel:libsodium devel:libpng devel:bzip2

Compiling on 32 bit Haiku

setarch x86 # Switch to secondary compiler toolchain (GCC8+)
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(getconf _NPROCESSORS_ONLN)

Compiling on 64 bit Haiku

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

cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(getconf _NPROCESSORS_ONLN)
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 -u "$(id -u "$USER"):$(id -g "$USER")" --rm -v "${PWD}:/work" devilutionx-amiga

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

docker run -u "$(id -u "$USER"):$(id -g "$USER")" -ti --rm -v "${PWD}:/work" devilutionx-amiga bash

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

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.

Emscripten

Emscripten port is a work in progress. It builds but does not do more than that currently.

To build, install the Emscripten SDK, then run:

emcmake cmake -S. -Bbuild-em -DCMAKE\_BUILD\_TYPE=Release
cmake --build build-em -j $(getconf \_NPROCESSORS\_ONLN)

To then run it:

cd build-em
emrun index.html
Xbox One/Series

Dependencies

  • Windows 10
  • CMake
  • Git
  • Visual Studio 2022 with the foloowing packages installed:
    • C++ (v143) Universal Windows Platform tools
    • Windows 11 SDK (10.0.22000.0)
    • Windows 10 SDK (10.0.18362.0)
    • MSVC v143 - VS 2022 C++ x64/x86 build tools

Note: Visual Studio Community Edition can be used.

Building

Add the following to the PATH:

  • CMake
  • GIT
  • VsDevCmd.bat

Run:

Packaging/xbox-one/build.bat

Xbox One/Series manual

Miyoo Mini

Building for Miyoo Mini must be run from inside the Toolchain Docker image. Executing Packaging/miyoo_mini/build.sh will create the folder build-miyoo-mini/SDROOT which has the correct structure to be used with OnionOS Port Collection.

CMake build options

General

  • -DCMAKE_BUILD_TYPE=Release 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/platforms/linux_i386.toolchain..cmake generate 32bit builds on 64bit platforms (remember to use the linux32 command if on Linux).

Debug builds

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