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Author Topic: If you like Bard's Tale, port this to the Amiga, so I can continue doing art for it!  (Read 4449 times)

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Offline MethuselasTopic starter

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Re: If you like Bard's Tale, port this to the Amiga, so I can continue doing art for
« Reply #14 from previous page: June 23, 2009, 07:39:47 PM »
Quote from: SamuraiCrow;512759
What you need for the Mac build: SDL and its support libraries, XCode installed, Expat XML parser, PhysFS 2.0 or possibly earlier version, and CMake. You get XCode from the MacOSX install disk 2. If you didn't have SDL installed either, you'll probably want to install it from the source code since the binaries don't have a disk-image based installer anyway.
 
From the terminal (MacOSX's CLI) change to the directory where you have SDL installed and type:
 
 
Note that the su command and sudo command will both prompt you for your administrator password.
 
Other SDL libraries needed will include SDL_ttf which is the font engine. Building it from source is similar to the previously mentioned steps. You might need other SDL support libraries also but I already had the main ones installed in my setup so I don't know which ones you'll need additionally.
 
Building PhysFS is a little different because you get to use the CMake GUI instead of the configure script as in the others mentioned. To do that you need to double-click the CMake icon after you've got it installed and the icon in the applications directory. Select the source and destination directories as the same directory where you unpacked PhysFS. Click the "configure" button and then after CMake is done working, click "configure" again to process the default options listed in the main window. When you can click on the "generate" button, select either XCode project, or Unix Makefiles from the generator screen then press enter since the buttons at the bottom of the requester are seldom high enough to be visible from the default screen at resulutions lower than 1280x1024.
 
If you picked Unix Makefiles it should be similar to the other build processes in the terminal. You just cd to the directory where you generated the makefile and type:
 
 
Now you're ready to fix the BTbuilder makefile: use the TextEdit application to load the Makefile saving a copy as Makefile.Linux before you make changes. Find the line that reads:
 
and remove the ",-E" after the "-Wl". Save the modified version as Makefile.MacOSX and as Makefile.
 
Once you've done that use the terminal to cd to the directory where you unpacked btbuilder and type "make" and it should do all of the compiling and linking for you.
 
For the Windows XP version the steps are similar except you use Visual C++ Express Edition 2005 sp1 as your compiler and you shouldn't need to use the "su" command to switch to the admin account since the user account is admin by default anyway. You also won't need to use the "exit" command to cancel out the "su" command when you are done.
 
Since Windows XP is the latest version of Windows I have, I can't tell you how to do it with later revisions so you're on your own for that one.
 
If you have trouble, just post back here and I'll try to help you with the build processes.

 
Sweet! I'll make notes to add to the archive. I wonder if this will still work with GCC. I planned on using that, instead of Visual C++ as I don't own it.
\'Using no way as way. Having no limitation as limitation.\' - Bruce Lee

\'No, sorry. I don\'t get my tits out. They\'re not actually real, you know? Just two halves of a grapefruit...\' - Miki Berenyi

\'Evil will always triumph because good is dumb.\' - Dark Helmet :roflmao:

\'And for future reference, it might be polite to ask someone if you can  quote them in your signature, rather than just citing them to make a  sales pitch.\' - Karlos. :rtf
 

Offline SamuraiCrow

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It should work with MinGW's implementation of GCC on Windows if you have the appropriate .a linker libs rather than the .lib linker libs used by Visual C++.  I only recommended Visual C++ because it is free for non-commercial use (in the form of express edition).
 

Offline MethuselasTopic starter

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Quote from: SamuraiCrow;513116
It should work with MinGW's implementation of GCC on Windows if you have the appropriate .a linker libs rather than the .lib linker libs used by Visual C++. I only recommended Visual C++ because it is free for non-commercial use (in the form of express edition).

Oh, I didn't know it was free for non-commercial use. I had planned to just create or have created the makefiles, allowing people to compile the game on their own. My original intentions were to allow a new game for the amiga, but I guess until someone ports the Phys package, it's dead in the water.
\'Using no way as way. Having no limitation as limitation.\' - Bruce Lee

\'No, sorry. I don\'t get my tits out. They\'re not actually real, you know? Just two halves of a grapefruit...\' - Miki Berenyi

\'Evil will always triumph because good is dumb.\' - Dark Helmet :roflmao:

\'And for future reference, it might be polite to ask someone if you can  quote them in your signature, rather than just citing them to make a  sales pitch.\' - Karlos. :rtf
 

Offline MethuselasTopic starter

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New Windoze binary is on the page. Requires the Zlib.dll, so make sure you get that, as well.
\'Using no way as way. Having no limitation as limitation.\' - Bruce Lee

\'No, sorry. I don\'t get my tits out. They\'re not actually real, you know? Just two halves of a grapefruit...\' - Miki Berenyi

\'Evil will always triumph because good is dumb.\' - Dark Helmet :roflmao:

\'And for future reference, it might be polite to ask someone if you can  quote them in your signature, rather than just citing them to make a  sales pitch.\' - Karlos. :rtf