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weimingtom 提交于 2020-01-31 10:02 +08:00 . compare to non-sdlport version
* TO BUILD ONSCRIPTER-EN FOR YOUR USE
This is the usual
./configure
make
sudo make install
This will use gcc by default; to use icc, start with
CC=icc ./configure
* DEALING WITH UNHELPFUL LIBRARIES
Some system-provided libraries are not ideally configured for use with
ONScripter-En. For example, some system-provided SDL libraries cause
stuttering audio. You can usually fix this by using the internal
library pack and configuring with something like
./configure --with-internal-sdl
(use --help to get a list of the options you can use to selectively
replace libraries with internal versions).
* TO BUILD A RELATIVELY REDISTRIBUTABLE ONSCRIPTER-EN BINARY
Configure with
./configure --with-internal-libs
to statically link as many libraries as possible into the executable,
which makes life better on systems with very primitive application
installation methods, such as OS X and Windows.
If you are compiling ONScripter-En for a system with modern package
management - for example, if you are creating a binary package for a
specific Linux distribution - then it may make more sense to omit the
--with-internal-libs, compile a dynamically linked executable, and
have your package depend on the regular platform-specific packages for
SDL, Freetype, and all the other dependencies. However, you may still
need to include some libraries internally to make everything work.
* NOTES
For Windows builds, use a MinGW toolchain in the MSYS environment.
There is no Visual Studio option; it just isn't worth the pain.
For Mac OS X there is an XCode project file in the "macosx" directory.
It builds a Universal binary as an application bundle.
Either build from within XCode, or use "xcodebuild" from a shell prompt.
It is known to build with XCode 2.4.1 on Mac OS X 10.4.
The game data can either be stored in the Contents/Resources within the
bundle, or run ONScripter.app from within the game directory itself.
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