07th-mod / umineko-question

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Building Umineko Executables #126

Closed drojf closed 3 years ago

drojf commented 5 years ago

This issue is to discuss/document building POnscripter from source, so that we can make modifications to the engine. Current engine modifications were done by directly modifying the binary, which is a bit fragile and limits what changes we can make. At this point of development, there aren't THAT many things which we would like to add on, but potentially you could add:

The thing that spurred me to write this post is that @tellowkrinkle successfully built POnscripter from source on MacOS. The game played normally, and the movie also played back just fine. My worry always was that umineko released on steam used some special version of the engine which wasn't on github, but these results seem to indicate that it is (more or less) the same.

The repo for the engine is here: https://github.com/sekaiproject/ponscripter-fork

Build instructions are here: https://github.com/sekaiproject/ponscripter-fork/blob/master/INSTALL.md

TellowKrinkle had the following to say about building it (this is mostly Mac Specific):

For some reason one of the libraries was missing its ./configure file so I had to run the generator for it It had a mac os deployment target of 10.5 set but apparently the latest version of clang doesn't support that anymore (only supports back to 10.6) so I changed that It says in the readme that if you have sdl2 installed it breaks things when trying to use the bundled SDL so we'll probably have to deal with that when compiling for other people (The build I made uses my homebrew-installed SDL2 but that won't work for distribution)

Regarding the save directory:

Interestingly it uses a different save directory The original one used a directory relative to the application, while the one I just compiled uses a directory in ~/Library/Application Support (where most macOS applications put their saves)

Oh I see, if you compile with steam it tries to do a steam-related save path (which fails and falls back to the local one) but since I compiled without steam it sets the platform save path (See the PonscripterLabel::getSAvePath( function)

I probably won't attempt a windows build any time soon, but if anyone REALLY wants animated rain or to do any of the above features, this should give them a head start.


The modifications currently done by modifying the .exe are:

drojf commented 5 years ago

Petsnew reported building Umineko on Linux (Arch linux), but didn't get the steam api stuff setup due to requiring stuff from the Ubuntu repos. The game also seemed to work just fine.

drojf commented 3 years ago

This issue is now closed/very out of date due to the https://github.com/07th-mod/ponscripter-fork repository.

tellowkrinkle has working .exes on all platforms and CI setup to build the .exes