Linux
Note that pkg-config
is an optional dependency for finding libsodium,
although we have a fallback if necessary.
sudo apt-get install git rpm cmake g++ libsdl2-dev libsodium-dev
sudo dnf install cmake git glibc-devel SDL2-devel libsodium-devel libasan libubsan
sudo apk add git cmake g++ sdl2-dev libsodium-dev
git clone https://github.com/pionere/devilutionx
cd devilutionx
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/ios.toolchain.cmake -DENABLE_BITCODE=0 -DPLATFORM=OS64
cmake --build build -j $(sysctl -n hw.physicalcpu) --config Release
cd build
rm -rf Payload devilutionx.ipa
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/ios.toolchain.cmake -DPLATFORM=SIMULATOR64
Then open the generated Xcode project and run things from there.
FreeBSD
pkg install cmake libsodium
cmake -S. -Bbuild. -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(sysctl -n hw.ncpu)
NetBSD
pkgin install cmake libsodium
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(sysctl -n hw.ncpu)
OpenBSD
pkg_add cmake libsodium gmake
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/pionere/devilutionx
cd devilutionx
Download and place the 32bit MinGW Development Libraries of SDL2 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 pkg-config-mingw-w64-i686
Download and place the 64bit MinGW Development Libraries of SDL2 and Libsodium in /usr/x86_64-w64-mingw32
. This can be done automatically by running Packaging/windows/mingw-prep.sh
.
sudo apt-get install cmake gcc-mingw-w64-x86-64 g++-mingw-w64-x86-64 pkg-config-mingw-w64-x86-64
sudo apt-get install wget git
git clone https://github.com/pionere/devilutionx
cd devilutionx
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=../CMake/mingwcc.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
cmake --build build -j $(getconf _NPROCESSORS_ONLN)
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=../CMake/mingwcc64.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
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 C++ CMake tools for Windows
component for Visual Studio.
Execute the following commands (via cmd or powershell):
-
Install Git for Windows
git clone https://github.com/microsoft/vcpkg
-
Setup vckpg
cd vcpkg bootstrap-vcpkg.bat vcpkg integrate install
-
Install the required dependencies
For the 64-bit version:
vcpkg install sdl2:x64-windows libsodium:x64-windows
For the 32-bit version:
vcpkg install sdl2:x86-windows libsodium:x86-windows
Note You can download the libraries manually from SDL2 and Libsodium.
- Through Open->CMake in Visual Studio
- Go to
File -> Open -> CMake
, selectCMakeLists.txt
from the project root. - Select the
x64-Release
configuration (orx86-Release
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
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake -DCMAKE_BUILD_TYPE=Release
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 libctru \
citro3d 3ds-sdl 3ds-libpng 3ds-bzip2 \
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
pkgman install cmake devel:libsdl2 devel:libsodium
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 $(getconf _NPROCESSORS_ONLN)
OpenDingux / RetroFW
DevilutionX uses buildroot-based toolchains to build packages for OpenDingux and RetroFW.
For OpenDingux / RetroFW builds, mksquashfs
needs to be installed on your machine.
To build, run the following command:
TOOLCHAIN=<path/to/toolchain> Packaging/OpenDingux/build.sh <platform>
Replace <platform>
with one of: lepus
, retrofw
, rg99
, rg350
, or gkd350h
.
For example:
TOOLCHAIN=/opt/gcw0-toolchain Packaging/OpenDingux/build.sh rg350
You can download the prebuilt toolchains for x86_64
hosts here:
- OpenDingux: https://github.com/OpenDingux/buildroot/releases
- RetroFW: https://github.com/Poligraf/retrofw_buildroot_gcc11/releases
Remember to run ./relocate-sdk.sh
in the toolchain directory after unpacking it.
End-user manuals are available here:
Clockwork PI GameShell
You can either call
Packaging/cpi-gamesh/build.sh
to install dependencies and build the code.
Or you create a new directory under /home/cpi/apps/Menu
and copy the file there. After restarting the UI, you can download and compile the game directly from the device itself. See the readme for more details.
Amiga via Docker
docker build -f Packaging/amiga/Dockerfile -t devilutionx-amiga .
docker run -u "$(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.
32-bit building on 64-bit platforms
Linux
Note that
pkg-config
is an optional dependency for finding libsodium, although we have a fallback if necessary.sudo apt-get install git rpm cmake g++-multilib libsdl2-dev:i386 libsodium-dev libsodium-dev:i386
git clone https://github.com/pionere/devilutionx cd devilutionx cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=../CMake/32bit.cmake cmake --build build -j $(getconf _NPROCESSORS_ONLN)MacOS
Install Xcode 9.4.1 and Xcode Command Line tools, this is the last version with 32 bits support.
Note: Be sure that your to select the command line Xcode if you have more then one installed:
$ sudo xcode-select --switch /Applications/Xcode.app
Install the build tools using Homebrew:
brew install automake autoconf libtool
Get SDL2 and Libsodium:
./xcode-build.sh --get-libs
./xcode-build.sh --build-libs ./xcode-build.sh --build-project ./xcode-build.sh --package
Windows via MinGW
Download and place the 32bit MinGW Development Libraries of SDL2 and Libsodium in
/user/i686-w64-mingw32
. This can be done automatically by runningPackaging/windows/mingw-prep.sh
sudo apt-get install cmake gcc-mingw-w64-i686 g++-mingw-w64-i686 wget git
git clone https://github.com/pionere/devilutionx cd devilutionx Packaging/windows/mingw-prep.sh cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=../CMake/mingwcc.cmake -DCMAKE_BUILD_TYPE=Release cmake --build build -j $(getconf _NPROCESSORS_ONLN)
CMake build options
-DCMAKE_BUILD_TYPE=Release
change build type to release and optimize for distribution.-DVERSION_NUM=XXX
set version number (project version) to the desired value.-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 thelinux32
command if on Linux).-DNOSOUND=ON
disable sound support-DSTREAM_ALL_AUDIO=ON
stream all the audio. For extremely RAM-constrained platforms-DNOWIDESCREEN=ON
disable widescreen support-DNONET=ON
disable network support, this also removes the need for the ASIO and Sodium.-DINET_MODE=ON
enable validation of network messages-DADAPTIVE_NETUPDATE=OFF
disable adaptive network-DNETENCRYPT=OFF
disable encryption of network messages-DTCPIP=OFF
disable tcp/ip support-DNOHOSTING=OFF
enable host-only games-DHOSTONLY=ON
disable support for non host-only games-DHELLFIRE=ON
build Hellfire version-DHAS_JOYSTICK=0
disable joystick support-DHAS_DPAD=0
disable dpad support-DHAS_KBCTRL=0
disable keyboard-controller support-DHAS_GAMECTRL=0
disable game-controller support-DHAS_TOUCHPAD=0
disable touchpad support-DASSET_MPL=2
use upscaled assets, requires devilx_hdX.mpq (e.g. devilx_hd2.mpq)-DSCREEN_WIDTH=640
hardcode screen width to 640 pixel-DSCREEN_HEIGHT=480
hardcode screen height to 480 pixel-DMPQONE="hellone.mpq"
The name of the merged MPQ file. ("diablone.mpq" in case of non-hellfire game)-DCREATE_MPQONE=OFF
Merge the .mpq files to "hellone.mpq". Takes a few minutes, but required to be done only once.-DUSE_MPQONE=OFF
Force the use of a merged .mpq file.-DUSE_PATCH=OFF
build a separate binary to manipulate MPQ files (expect it to be used before the game is launched).
-DDEBUG=OFF
disable debug mode of the Diablo engine.-DASAN=OFF
disable address sanitizer.-DUBSAN=OFF
disable undefined behavior sanitizer.