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Mark some features deprecated and make v140_xp as default
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louyihua committed Apr 3, 2017
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34 changes: 26 additions & 8 deletions README.md
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Expand Up @@ -43,22 +43,40 @@ Windows

### Visual Studio

To build SDLPAL as a Windows **desktop** app, you can use ***Microsoft Visual Studio*** (*2013* or higher). Please open the project file *`sdlpal.sln`* under the *`win32`* directory.
To build SDLPAL as a Windows **desktop** app, you can use ***Microsoft Visual Studio 2015*** or ***Microsoft Visual Studio 2017*** (the support of *Visual Studio 2013* is **deprecated** now and will be removed in future) to open the solution file *`sdlpal.sln`* under the *`win32`* directory. As a dependency, you need to have [SDL 2.0](https://www.libsdl.org/download-2.0.php) development or source files installed at the *`SDL2`* directory under the source tree.

To build SDLPAL as a Windows **store** app (or Windows Phone app), open the appropriate project files *`SDLPal.UWP.sln`* (for Windows 10), *`SDLPal.Windows.sln`* (for Windows 8.1), *`SDLPal.WindowsPhone.sln`* (for Windows Phone 8.1) under the *`winrt`* directory. Please note that Visual Studio 2015 or higher version is required to compile the UWP version.
To build SDLPAL as a **Universal Windows Platform** app, you can use ***Microsoft Visual Studio 2015*** or ***Microsoft Visual Studio 2017*** to open the solution file *`SDLPal.UWP.sln`* under the *`winrt`* directory. As a dependency, you need to have [SDL 2.0](https://www.libsdl.org/download-2.0.php) **source** files installed at the *`SDL2`* directory under the source tree.

For all situations, you need to have [SDL 2.0](https://www.libsdl.org/download-2.0.php) development or source files installed at the *`SDL2`* directory under the source tree. You may need to modify the project files if you use the SDL development package.
There are also solution files for building traditional **Windows (phone) store app** under the *`winrt`* directory, but they are deprecated and will be removed in future.

### MinGW

To build SDLPAL as a Windows **desktop** app, you can also use ***MinGW***. Steps for building under MinGW is similar as those for *Linux*, by replacing the directory name from *`unix`* to *`win32`*.
To build SDLPAL as a Windows **desktop** app, you can also use ***MinGW***. Steps for building under MinGW varies depends on the compiling environment you have:

* If you need to compile SDLPAL under **Windows** shell environment, please go to the root of the source code tree and type:
```shell
$ cd win32
$ make -f Makefile.mingw
```

* If you need to compile SDLPAL under **msys** shell environment, please go to the root of the source code tree and type:
```shell
$ cd win32
$ make
```

* If you need to cross-compile SDLPAL under **Linux** shell environment, please go to the root of the source code tree and type:
```shell
$ cd win32
$ make HOST=i686-w64-mingw32- # This builds a 32-bit executable. To build a 64-bit executable, replace 'i686' by 'x86_64'.
```


Linux or Unix
-------------

To build the game, please go to the root of the source code tree and type:
```
```shell
$ cd unix
$ make
```
Expand All @@ -79,7 +97,7 @@ Android
-------

To build the game, please go to the root of the source code tree and type:
```
```shell
cd android/jni
ndk-build
cd ..
Expand All @@ -91,7 +109,7 @@ Nintendo 3DS
------------

To build the game, please go to the root of the source code tree and type:
```
```shell
cd 3ds
make
make cia
Expand All @@ -109,7 +127,7 @@ Choosing the battle system

By default, SDLPAL builds a *"classic"* turn-based battle system which is designed to be 100% the same as the original game.

However, SDLPAL also provides a revised battle system which is more exciting yet somewhat harder than the original game. If you prefer this new battle system, please define the macro `ENABLE_REVISIED_BATTLE` in *`Makefile`* or in *`common.h`* and recompile the project.
SDLPAL also provides a revised battle system (***deprecated*** and will be removed in future) which is more exciting yet somewhat harder than the original game. If you prefer this battle system, please define the macro `ENABLE_REVISIED_BATTLE` in *`Makefile`* or in *`common.h`* and recompile the project.


Running the game
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12 changes: 6 additions & 6 deletions win32/sdlpal.vcxproj
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Expand Up @@ -34,32 +34,32 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v120_xp</PlatformToolset>
<PlatformToolset>v140_xp</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Test|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v120_xp</PlatformToolset>
<PlatformToolset>v140_xp</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v120_xp</PlatformToolset>
<PlatformToolset>v140_xp</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Test|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v120_xp</PlatformToolset>
<PlatformToolset>v140_xp</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v120_xp</PlatformToolset>
<PlatformToolset>v140_xp</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v120_xp</PlatformToolset>
<PlatformToolset>v140_xp</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
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