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.
Linux
Note that pkg-config
is an optional dependency for finding libsodium, although we have a fallback if necessary.
sudo apt-get install cmake g++ libsdl2-dev libsodium-dev libpng-dev libbz2-dev libgtest-dev libgmock-dev libbenchmark-dev libsdl2-image-dev libfmt-dev
sudo apt-get install gettext poedit
sudo apt-get install smpq
sudo dnf install cmake gcc-c++ glibc-devel libstdc++-static SDL2-devel SDL2_image-devel libsodium-devel libpng-devel bzip2-devel gmock-devel gtest-devel google-benchmark-devel libasan libubsan fmt-devel
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(getconf _NPROCESSORS_ONLN)
First, set up the dependencies for cross-compilation:
Packaging/nix/debian-cross-aarch64-prep.sh
Then, build DevilutionX using the cross-compilation CMake toolchain file:
cmake -S. -Bbuild-aarch64-rel \
-DCMAKE_TOOLCHAIN_FILE=../CMake/platforms/aarch64-linux-gnu.toolchain.cmake \
-DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=/usr -DCPACK=ON \
-DDEVILUTIONX_SYSTEM_LIBFMT=OFF
cmake --build build-aarch64-rel -j $(getconf _NPROCESSORS_ONLN) --target package
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
pkg install cmake sdl2 libsodium libpng bzip2 googletest
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(sysctl -n hw.ncpu)
NetBSD
pkgin install cmake SDL2 libsodium libpng bzip2 googletest
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(sysctl -n hw.ncpu)
OpenBSD
pkg_add cmake sdl2 libsodium png bzip2 gmake gtest
cmake -S. -Bbuild -DCMAKE_MAKE_PROGRAM=gmake -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(sysctl -n hw.ncpuonline)
Windows via MinGW
Installing Windows Subsystem for Linux
If you are building on Windows and do not have WSL already setup this will install WSL and Ubuntu by default (Requires Windows 10 2004 or higher or Windows 11)
In an Administrator Command Prompt or Powershell
wsl --install
Reboot
Wait for Command Prompt to pop up and say installing when complete enter your new Linux password
You can launch WSL anytime by typing wsl or ubuntu in a Command Prompt or Powershell or in the Start Menu launch the Ubuntu App
In a WSL terminal run these commands to get the source code for DevilutionX
sudo apt install git
git clone https://github.com/diasurgical/devilutionx
cd devilutionx
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
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
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)
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
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 additional instructions for vcpkg you can find the documentation here.
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.
- Through Open->CMake in Visual Studio
- Go to
File -> Open -> CMake
, selectCMakeLists.txt
from the project root. - Select the
x64-Release
configuration (orx86
for 32 bit builds,-Debug
for debug builds). - Select
Build devilution.exe
from theBuild
menu.
- Through GCC/WSL in Visual Studio
- 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.
- Select the
WSL-GCC-x64-Debug
configuration. - Select
Build devilution
from theBuild
menu.
- Through cmake-gui
- Input the path to devilutionx source directory at
Where is the source code:
field. - 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 calledbuild
to avoid the binaries being added to the source tree. - It's recommended to input
Win32
inOptional Platform for Generator
, otherwise it will default to x64 build. - In case you're using
vcpkg
selectSpecify toolchain file for cross-compiling
and select the filescripts/buildsystems/vcpkg.cmake
fromvcpkg
directory otherwise just go withUse default native compilers
. - In case you need to select any paths to dependencies manually do this right in cmake-gui window.
- Press
Generate
and open produced.sln
file using Visual Studio. - Use build/debug etc. commands inside Visual Studio Solution like with any normal Visual Studio project.
Android
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".
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
https://devkitpro.org/wiki/Getting_Started
-
Install (dkp-)pacman: https://devkitpro.org/wiki/devkitPro_pacman
-
Install required packages with (dkp-)pacman:
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
oryum 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
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 3DS
https://devkitpro.org/wiki/Getting_Started
-
Install (dkp-)pacman: https://devkitpro.org/wiki/devkitPro_pacman
-
Install required packages with (dkp-)pacman:
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/
- Copy binaries to:
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 $(getconf _NPROCESSORS_ONLN)
The output files will be generated in the build folder.
PlayStation Vita
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
cmake --build build
Haiku
pkgman install cmake_x86 devel:libsdl2_x86 devel:libsodium_x86 devel:libpng_x86 devel:bzip2_x86
pkgman install cmake libsdl2_devel libsodium_devel libpng16_devel bzip2_devel gtest_devel gettext getconf
setarch x86 # Switch to secondary compiler toolchain (GCC8+)
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(getconf _NPROCESSORS_ONLN)
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-based toolchains to build packages for OpenDingux and RetroFW.
For OpenDingux / RetroFW builds, mksquashfs
needs to be installed on your machine.
To build, run the following command:
TOOLCHAIN=<path/to/toolchain> Packaging/OpenDingux/build.sh <platform>
Replace <platform>
with one of: lepus
, retrofw
, rg99
, rg350
, or gkd350h
.
For example:
TOOLCHAIN=/opt/gcw0-toolchain Packaging/OpenDingux/build.sh rg350
You can download the prebuilt toolchains for x86_64
hosts here:
- OpenDingux: https://github.com/OpenDingux/buildroot/releases
- RetroFW: https://github.com/Poligraf/retrofw_buildroot_gcc11/releases
Remember to run ./relocate-sdk.sh
in the toolchain directory after unpacking it.
Alternatively, if you do not set TOOLCHAIN
, the script will
download and compile a partial buildroot toolchain for you
(stored at $HOME/buildroot-$PLATFORM-devilutionx
).
This requires 8 GiB+ disk space and takes a while.
End-user manuals are available here and in the package help section.
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
docker build -f Packaging/amiga/Dockerfile -t devilutionx-amiga .
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
- Windows 10
- CMake
- Git
- Visual Studio 2022 with the following 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.
Add the following to the PATH:
- CMake
- GIT
- VsDevCmd.bat
Run:
Packaging/xbox-one/build.bat
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
-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 thelinux32
command if on Linux).
-DDEBUG=OFF
disable debug mode of the Diablo engine.-DASAN=OFF
disable address sanitizer.-DUBSAN=OFF
disable undefined behavior sanitizer.