Angband/65\Compiling
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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.