Angband/65\Compiling
With Visual C++ (IDE)
The instructions below should give you an optimized, release, version of the game. If you want to compile a debug version make the obvious changes.
- Copy 'angband.ico' into the \src\win directory.
- Start the VC++ IDE and create a new empty project in the source directory (a new subfolder will be created)
- Add all the *.c, *.h and *.rc files from the \src directory and the monster, object, player and win subdirectories.
Build -> Configuration manager
- Set 'configuration' to "Release".
Project -> Properties
- Configuration Properties / General : Set "output directory" to where you want the .exe (usually ..\..\ ).
- C/C++ / General : Set additional include directories to the source directory (usually ..\ )
- C/C++ / General : Set warning level to /W4 (optional).
- C/C++ / Advanced : Change "Compile as" to "Compile as C code /TC"
- C/C++ / Command Line : Type "/DWINDOWS /DNDEBUG" into the Command line.
- Linker / Input : Set "additional dependencies" to winmm.lib
With Visual C++ (Command prompt)
- Start Visual C++ Command Prompt
- Change to source directory
- Enter "nmake /fMakefile.nmake"
With Dev-C++
NOTE: Earlier builds compiled with Dev-C++ were associated with segment fault crashes. Now seems to be OK.
- Create an empty C project, located in the source directory
- Add every C file from src/, src/win, src/monster, src/object and src/player.
- From Project -> Project Options, General tab set "Win32 console application"
- From Project -> Project Options, Build Options tab, set the executable output directory to "..\".
- From Project -> Project Options, parameters tab, add -mwindows -DWINDOWS -I. to the compiler options and -lmingw32 -lwinmm -mwindows to the linker options.
With Linux
Compiling with Linux should be possible (now that some initial problems have been fixed). Compiling guides, hints, etc. are welcome.
Back to project
Angband/65 main page.