Closed dabao1955 closed 1 year ago
Your suggestion has been received. However, I currently do not have a device that uses arm64 Linux, so I am not sure how to proceed with building and testing. Therefore, this request may not be able to be addressed immediately. Perhaps we can hope for contributors to help with this issue, or I can look into it when I have some free time.
Your suggestion has been received. However, I currently do not have a device that uses arm64 Linux, so I am not sure how to proceed with building and testing. Therefore, this request may not be able to be addressed immediately. Perhaps we can hope for contributors to help with this issue, or I can look into it when I have some free time.
Regarding arm64 linux, you can use termux and proot-distro to build on the android system arm64 development environment.
oops why I read "arch linux" lol. forget my post but if you have wine or crossover for your os, you can read :p.
just for memory, so
[In the meantime, you can use Wine (or normally works with CrossOver, her with crossover https://wiki.archlinux.org/title/CrossOver or https://www.codeweavers.com/support/wiki/linux/faq/Arch) to run the Windows version. Once your game is working correctly, export it as HTML, then retrieve it and repackage it using ElectronJS, NWJS, or a similar app for other exotic operating systems or use your web export with a web server. (Windows version works perfectly with my Mac and CrossOver ;))]
oops why I read "arch linux" lol. forget my post but if you have wine or crossover for your os, you can read :p.
just for memory, so
[In the meantime, you can use Wine (or normally works with CrossOver, her with crossover https://wiki.archlinux.org/title/CrossOver or https://www.codeweavers.com/support/wiki/linux/faq/Arch) to run the Windows version. Once your game is working correctly, export it as HTML, then retrieve it and repackage it using ElectronJS, NWJS, or a similar app for other exotic operating systems or use your web export with a web server. (Windows version works perfectly with my Mac and CrossOver ;))]
Although, first of all, how to run wine on Linux under non-x86 architecture is a problem. I once tried qemu-i386-static, its compatibility is terrible. Secondly. Installing electron in the wine environment can easily cause the entire wine environment to crash. At least I am.
Although, first of all, how to run wine on Linux under non-x86 architecture is a problem. I once tried qemu-i386-static, its >compatibility is terrible. Secondly. Installing electron in the wine environment can easily cause the entire wine environment >to crash. At least I am.
I'm sorry for you. In the meantime, you can simply download the WebGAL server for Windows and use a web server on your operating system. You only need to use the HTML part of the available game example and the index.html in WebGAL server with your own HTML server. Initially, I only used this method because the WebGAL script is very simple ;)
Although, first of all, how to run wine on Linux under non-x86 architecture is a problem. I once tried qemu-i386-static, its >compatibility is terrible. Secondly. Installing electron in the wine environment can easily cause the entire wine environment >to crash. At least I am.
I'm sorry for you. In the meantime, you can simply download the WebGAL server for Windows and use a web server on your operating system. You only need to use the HTML part of the available game example and the index.html in WebGAL server with your own HTML server. Initially, I only used this method because the WebGAL script is very simple ;)
As you said, but my environment running webgal is raspberry pi 4b :(
As you said, but my environment running webgal is raspberry pi 4b :(
Install a web server using (example) https://www.hackster.io/RoboticaDIY/raspberry-pi-4-as-a-web-server-make-own-website-de3a00 (you can also use an online web server ;))
After that, download this: https://github.com/MakinoharaShoko/WebGAL/tree/main/packages/webgal and host it on your own web server. (Your index.html will be located here as well).
Use a text editor to edit your scenes using the WebGAL script language, located here: webgal/public/game/scene
(I use my "Remarkable 2" to write my scenes and webgal script, LMAO ;))
As you said, but my environment running webgal is raspberry pi 4b :(
Install a web server using (example) https://www.hackster.io/RoboticaDIY/raspberry-pi-4-as-a-web-server-make-own-website-de3a00 (you can also use an online web server ;))
After that, download this: https://github.com/MakinoharaShoko/WebGAL/tree/main/packages/webgal and host it on your own web server. (Your index.html will be located here as well).
Use a text editor to edit your scenes using the WebGAL script language, located here: webgal/public/game/scene
(I use my "Remarkable 2" to write my scenes and webgal script, LMAO ;))
Have you tried this method?
As you said, but my environment running webgal is raspberry pi 4b :(
Install a web server using (example) https://www.hackster.io/RoboticaDIY/raspberry-pi-4-as-a-web-server-make-own-website-de3a00 (you can also use an online web server ;)) After that, download this: https://github.com/MakinoharaShoko/WebGAL/tree/main/packages/webgal and host it on your own web server. (Your index.html will be located here as well). Use a text editor to edit your scenes using the WebGAL script language, located here: webgal/public/game/scene (I use my "Remarkable 2" to write my scenes and webgal script, LMAO ;))
Have you tried this method?
At the beginning, I only used this directory that I extracted from the Windows version, which is pure HTML (personally, I used it with ElectronJS or NWJS because I was too lazy to run it on XAMPP or Crossover).
OOPS, I just verified but this version is not compiled, you won't have the compiled assets (js compiled, for example). So no, it won't work.
Use this one that I just exported from my "WebGAL Terre" with a generic project (we are sure it will work :D). And use the same method. So host it on a web server and edit the scenarios (with WebGAL script) : https://drive.google.com/drive/folders/1DWYN3cWVNJ0aceQC1efoa7KNoTM9n3pB?usp=sharing
and the real default scene in webgal server (in English). I have translate it quickly but I think it's ok
; WebGAL engine will default to read start.txt as the initial scene, so please do not delete it and jump to other scenes within the initial scene. bgm:s_Title.mp3; unlockBgm:s_Title.mp3 -name=Chasing the Clouds; intro:Hello|Welcome to the world of WebGAL; changeBg:bg.png -next; unlockCg:bg.png -name=Good Night; // Unlock CG and assign name changeFigure:stand.png -left -enter=enter-from-left -next; WebGAL:Welcome to WebGAL! This is a brand new web-based visual novel engine. -v1.wav; changeFigure:stand2.png -right -next; WebGAL is developed using web technologies, making it perform well on web platforms. -v2.wav; Due to this feature, if you deploy WebGAL on a server or web hosting platform, players only need a link to start playing! -v3.wav; setAnimation:move-front-and-back -target=fig-left -next; Doesn't it sound very appealing? -v4.wav; changeFigure:none -right -next; setAnimation:l2c -target=fig-left -next; The WebGAL engine also has an animation system and effect system, allowing games developed with WebGAL to have excellent performance. -v5.wav; pixiInit; pixiPerform:snow; For example, this is a special effect of snow falling. -v6.wav; In addition, the branching function is also essential. -v7.wav; You can learn more about the WebGAL story through the following two branches. -v8.wav; pixiInit; choose:WebGAL Development History:choose1|WebGAL Fun Facts:choose2; ; Branch 1 label:choose1; The original intention of developing WebGAL was to make it easier for more people to create their own visual novels. -v9.wav; At the beginning, WebGAL had very few features and could only support the display of illustrations and backgrounds, voice playback, and branching choices. -v10.wav; After a year of development, it has now become an engine that supports many outstanding performance effects! -v11.wav; In addition, the addition of the WebGAL editor makes game creation and export much more convenient and fast. -v12.wav; jumpLabel:end; ; Branch 2 label:choose2; The assets used in this demo game are AI-generated. -v13.wav; The WebGAL project received 1000 stars on GitHub in less than a year! -v14.wav; The development history of WebGAL is a process of learning and developing. It has undergone three major reconstructions, almost starting from scratch each time. -v15.wav; The scripting language of WebGAL was designed from scratch to simplify the difficulty of production! -v16.wav; ; End Branch label:end; To be closer to the capabilities of desktop visual novel engines, we support many shortcuts and plot backtracking. -v17.wav; Try pressing the "Recollection" button in the menu or scrolling up with the mouse wheel! -v18.wav; Fast save and load, rich options, autoplay, fast forward, and other functions are also available. -v19.wav; setTempAnimation:[{"position": {"x": 500,"y": 0},"duration": 0},{"position": {"x": 400,"y": 0},"duration": 250},{"position": {"x": 600,"y": 0},"duration": 500},{"position": {"x": 500,"y": 0},"duration": 250}] -target=fig-left -next; Of course, this is nothing special, as most mature engines have these features. But on the web, it's quite rare. -v20.wav; We provide beautiful common UI and rich preset features and animations for developers who may be developing games for the first time. So you can start making games without any worries. -v21.wav; The WebGAL team looks forward to seeing your works on WebGAL! With just a link, thousands of users can immediately enjoy your work. -v22.wav; Thank you for your interest in the WebGAL project! -v23.wav; end;
@MakinoharaShoko Could you provide a simple compiled version in HTML for those who have unsupported OS at new iteration, while waiting for you to update these OS?"
As you said, but my environment running webgal is raspberry pi 4b :(
Install a web server using (example) https://www.hackster.io/RoboticaDIY/raspberry-pi-4-as-a-web-server-make-own-website-de3a00 (you can also use an online web server ;)) After that, download this: https://github.com/MakinoharaShoko/WebGAL/tree/main/packages/webgal and host it on your own web server. (Your index.html will be located here as well). Use a text editor to edit your scenes using the WebGAL script language, located here: webgal/public/game/scene (I use my "Remarkable 2" to write my scenes and webgal script, LMAO ;))
Have you tried this method?
At the beginning, I only used this directory that I extracted from the Windows version, which is pure HTML (personally, I used it with ElectronJS or NWJS because I was too lazy to run it on XAMPP or Crossover).
OOPS, I just verified but this version is not compiled, you won't have the compiled assets (js compiled, for example). So no, it won't work.
Use this one that I just exported from my "WebGAL Terre" with a generic project (we are sure it will work :D). And use the same method. So host it on a web server and edit the scenarios (with WebGAL script) : https://drive.google.com/drive/folders/1DWYN3cWVNJ0aceQC1efoa7KNoTM9n3pB?usp=sharing
and the real default scene in webgal server (in English). I have translate it quickly but I think it's ok
; WebGAL engine will default to read start.txt as the initial scene, so please do not delete it and jump to other scenes within the initial scene. bgm:s_Title.mp3; unlockBgm:s_Title.mp3 -name=Chasing the Clouds; intro:Hello|Welcome to the world of WebGAL; changeBg:bg.png -next; unlockCg:bg.png -name=Good Night; // Unlock CG and assign name changeFigure:stand.png -left -enter=enter-from-left -next; WebGAL:Welcome to WebGAL! This is a brand new web-based visual novel engine. -v1.wav; changeFigure:stand2.png -right -next; WebGAL is developed using web technologies, making it perform well on web platforms. -v2.wav; Due to this feature, if you deploy WebGAL on a server or web hosting platform, players only need a link to start playing! -v3.wav; setAnimation:move-front-and-back -target=fig-left -next; Doesn't it sound very appealing? -v4.wav; changeFigure:none -right -next; setAnimation:l2c -target=fig-left -next; The WebGAL engine also has an animation system and effect system, allowing games developed with WebGAL to have excellent performance. -v5.wav; pixiInit; pixiPerform:snow; For example, this is a special effect of snow falling. -v6.wav; In addition, the branching function is also essential. -v7.wav; You can learn more about the WebGAL story through the following two branches. -v8.wav; pixiInit; choose:WebGAL Development History:choose1|WebGAL Fun Facts:choose2; ; Branch 1 label:choose1; The original intention of developing WebGAL was to make it easier for more people to create their own visual novels. -v9.wav; At the beginning, WebGAL had very few features and could only support the display of illustrations and backgrounds, voice playback, and branching choices. -v10.wav; After a year of development, it has now become an engine that supports many outstanding performance effects! -v11.wav; In addition, the addition of the WebGAL editor makes game creation and export much more convenient and fast. -v12.wav; jumpLabel:end; ; Branch 2 label:choose2; The assets used in this demo game are AI-generated. -v13.wav; The WebGAL project received 1000 stars on GitHub in less than a year! -v14.wav; The development history of WebGAL is a process of learning and developing. It has undergone three major reconstructions, almost starting from scratch each time. -v15.wav; The scripting language of WebGAL was designed from scratch to simplify the difficulty of production! -v16.wav; ; End Branch label:end; To be closer to the capabilities of desktop visual novel engines, we support many shortcuts and plot backtracking. -v17.wav; Try pressing the "Recollection" button in the menu or scrolling up with the mouse wheel! -v18.wav; Fast save and load, rich options, autoplay, fast forward, and other functions are also available. -v19.wav; setTempAnimation:[{"position": {"x": 500,"y": 0},"duration": 0},{"position": {"x": 400,"y": 0},"duration": 250},{"position": {"x": 600,"y": 0},"duration": 500},{"position": {"x": 500,"y": 0},"duration": 250}] -target=fig-left -next; Of course, this is nothing special, as most mature engines have these features. But on the web, it's quite rare. -v20.wav; We provide beautiful common UI and rich preset features and animations for developers who may be developing games for the first time. So you can start making games without any worries. -v21.wav; The WebGAL team looks forward to seeing your works on WebGAL! With just a link, thousands of users can immediately enjoy your work. -v22.wav; Thank you for your interest in the WebGAL project! -v23.wav; end;
@MakinoharaShoko Could you provide a simple compiled version in HTML for those who have unsupported OS at new iteration, while waiting for you to update these OS?"
I think it is better to provide a binary compiled version of the mainstream architecture. I just tried to compile the binary version for arm64 on github actions, but I got a little error.
@IdrilK
Could you provide a simple compiled version in HTML for those who have unsupported OS at new iteration, while waiting for you to update these OS?"
I don't think this idea is appropriate. This is not a compiled product, this is just a source code.
@MakinoharaShoko
I tried to build WebGAL Terre on my raspberry pi 4b, how can I compile the binaries for my local architecture?
@MakinoharaShoko
I tried to build WebGAL Terre on my raspberry pi 4b, how can I compile the binaries for my local architecture?
reference release-linux.sh.
In addition, the key step of building WebGAL Terre and WebGAL electron support is edit some options in packages/terre2/package.json
and packages/webgal-electron/package.json
You can see
"pkg": "cd dist && pkg main.js -o WebGAL_Terre"
in terre's package.json, which shows the packaging method of WebGAL Terre. You can see the repo vercel/pkg to get the infomation about how to build on arm64.
The electron build option is in webgal-electron's package.json, you can see
"build": {
"productName": "WebGAL",
"appId": "com.wtc.webgal",
"copyright": "webgal",
"directories": {
"output": "build"
},
"asar": false,
"win": {
"icon": "public/icon.ico",
"target": [
"dir"
]
},
"linux": {
"icon": "public/icon.ico",
"target": [
"dir"
]
},
"mac": {
"icon": "public/icon-mac.ico"
},
"electronDownload": {
"mirror": "https://npmmirror.com/mirrors/electron/"
}
},
Please refrence electron-builder to get the infomation of how to build on arm64.
@MakinoharaShoko
I tried to build WebGAL Terre on my raspberry pi 4b, how can I compile the binaries for my local architecture?
reference release-linux.sh. In addition, the key step of building WebGAL Terre and WebGAL electron support is edit some options in
packages/terre2/package.json
andpackages/webgal-electron/package.json
You can see
"pkg": "cd dist && pkg main.js -o WebGAL_Terre"
in terre's package.json, which shows the packaging method of WebGAL Terre. You can see the repo vercel/pkg to get the infomation about how to build on arm64.
The electron build option is in webgal-electron's package.json, you can see
"build": { "productName": "WebGAL", "appId": "com.wtc.webgal", "copyright": "webgal", "directories": { "output": "build" }, "asar": false, "win": { "icon": "public/icon.ico", "target": [ "dir" ] }, "linux": { "icon": "public/icon.ico", "target": [ "dir" ] }, "mac": { "icon": "public/icon-mac.ico" }, "electronDownload": { "mirror": "https://npmmirror.com/mirrors/electron/" } },
Please refrence electron-builder to get the infomation of how to build on arm64.
user@localhost ~/t/WebGAL (main)> bash release-to-terre.sh
yarn install v1.22.19
[1/4] Resolving packages...
success Already up-to-date.
Done in 0.91s.
yarn run v1.22.19
$ yarn parser:build && yarn webgal:build
$ cd packages/parser && yarn build
$ rimraf -rf ./build && rollup --config
./src/index.ts → ./build/es/index.js...
created ./build/es/index.js in 7.5s
./src/index.ts → ./build/cjs/index.js...
created ./build/cjs/index.js in 4.8s
./src/index.ts → ./build/umd/index.global.js...
(!) Mixing named and default exports
https://rollupjs.org/configuration-options/#output-exports
The following entry modules are using named and default exports together:
src/index.ts
Consumers of your bundle will have to use chunk.default to access their default export, which may not be what you want. Use `output.exports: "named"` to disable this warning.
created ./build/umd/index.global.js in 4.5s
$ cd packages/webgal && yarn build
$ cross-env NODE_ENV=production tsc && vite build --base=./
production
正在自动编写pixi特效依赖注入
vite v2.9.16 building for production...
✓ 3448 modules transformed.
dist/assets/favicon.a0f5bb8c.ico 21.51 KiB
dist/assets/OPPOSans-R.ea925359.ttf 9914.82 KiB
dist/assets/LXGWWenKai-Regular.9375313a.ttf 15919.57 KiB
dist/index.html 7.77 KiB
dist/assets/initRegister.492ce6ba.js 2.83 KiB / gzip: 0.94 KiB
dist/assets/index.ff49c5c0.css 37.11 KiB / gzip: 7.77 KiB
dist/assets/index.5d35ffb6.js 1081.41 KiB / gzip: 312.82 KiB
(!) Some chunks are larger than 500 KiB after minification. Consider:
- Using dynamic import() to code-split the application
- Use build.rollupOptions.output.manualChunks to improve chunking: https://rollupjs.org/guide/en/#outputmanualchunks
- Adjust chunk size limit for this warning via build.chunkSizeWarningLimit.
Done in 95.49s.
user@localhost ~/t/WebGAL (main)> ls
dev-docs/ package.json README_FR.md README.md release-to-terre.sh
LICENSE packages/ README_JP.md releasenote.md sponsor.md
node_modules/ README_EN.md README_KO.md release-to-server.sh yarn.lock
user@localhost ~/t/WebGAL (main)> nano release-to-terre.sh
user@localhost ~/t/WebGAL (main)> cd ..
user@localhost ~/ty> cd WebGAL_Terre/
user@localhost ~/t/WebGAL_Terre (main)> bash release-linux.sh
Welcome to build WebGAL Origine, the editor of WebGAL platform.
npm WARN tarball tarball data for simple-concat@https://registry.npmjs.org/simple-concat/-/simple-concat-1.0.1.tgz (sha512-cSFtAPtRhljv69IK0hTVZQ+OfE9nePi/rtJmw5UjHeVyVroEqJXP1sFztKUy1qU+xvz3u/sfYJLa947b7nAN2Q==) seems to be corrupted. Trying again.
npm WARN tarball tarball data for restore-cursor@https://registry.npmjs.org/restore-cursor/-/restore-cursor-3.1.0.tgz (sha512-l+sSefzHpj5qimhFSE5a8nufZYAM3sBSVMAPtYkmC+4EH2anSGaEMXSD0izRQbu9nfyQ9y5JrVmp7E8oZrUjvA==) seems to be corrupted. Trying again.
npm WARN tarball tarball data for is-wsl@https://registry.npmjs.org/is-wsl/-/is-wsl-2.2.0.tgz (sha512-fKzAra0rGJUUBwGBgNkHZuToZcn+TtXHpeCgmkMJMMYx1sQDYaCSyjJBSCa2nH1DGm7s3n1oBnohoVTBaN7Lww==) seems to be corrupted. Trying again.
npm ERR! code ENOENT
npm ERR! syscall rename
npm ERR! path /home/user/.npm/_cacache/tmp/1091e627
npm ERR! dest /home/user/.npm/_cacache/content-v2/sha512/6f/7f/5305a4d27d5eb206b6a953cf69e5f29e904da6fcdc270e870e56bb90152d7fbde320773b8f72738cdf833a0b0c56f231ff97111ae6b0680de530bb91c74f
npm ERR! errno -2
npm ERR! enoent ENOENT: no such file or directory, rename '/home/user/.npm/_cacache/tmp/1091e627' -> '/home/user/.npm/_cacache/content-v2/sha512/6f/7f/5305a4d27d5eb206b6a953cf69e5f29e904da6fcdc270e870e56bb90152d7fbde320773b8f72738cdf833a0b0c56f231ff97111ae6b0680de530bb91c74f'
npm ERR! enoent This is related to npm not being able to find a file.
npm ERR! enoent
npm ERR! A complete log of this run can be found in:
npm ERR! /home/user/.npm/_logs/2023-08-01T04_33_37_061Z-debug-0.log
> webgal-terre-2@4.4.2 prebuild
> rimraf dist
> webgal-terre-2@4.4.2 build
> nest build
sh: 1: nest: not found
npm ERR! Lifecycle script `build` failed with error:
npm ERR! Error: command failed
npm ERR! in workspace: webgal-terre-2@4.4.2
npm ERR! at location: /home/user/ty/WebGAL_Terre/packages/terre2
> webgal-terre-2@4.4.2 pkg
> cd dist && pkg main.js -o WebGAL_Terre
sh: 1: cd: can't cd to dist
npm ERR! Lifecycle script `pkg` failed with error:
npm ERR! Error: command failed
npm ERR! in workspace: webgal-terre-2@4.4.2
npm ERR! at location: /home/user/ty/WebGAL_Terre/packages/terre2
release-linux.sh: 第 14 行:cd: dist: 没有那个文件或目录
cp: 对 'WebGAL_Terre' 调用 stat 失败: 没有那个文件或目录
rm: 无法删除 'WebGAL_Terre': 没有那个文件或目录
cp: 目标 '../../release': 没有那个文件或目录
release-linux.sh: 第 23 行:cd: packages/origine2: 没有那个文件或目录
npm ERR! code ENOENT
npm ERR! syscall open
npm ERR! path /home/user/package.json
npm ERR! errno -2
npm ERR! enoent ENOENT: no such file or directory, open '/home/user/package.json'
npm ERR! enoent This is related to npm not being able to find a file.
@MakinoharaShoko
I tried to build WebGAL Terre on my raspberry pi 4b, how can I compile the binaries for my local architecture?
reference release-linux.sh. In addition, the key step of building WebGAL Terre and WebGAL electron support is edit some options in
packages/terre2/package.json
andpackages/webgal-electron/package.json
You can see
"pkg": "cd dist && pkg main.js -o WebGAL_Terre"
in terre's package.json, which shows the packaging method of WebGAL Terre. You can see the repo vercel/pkg to get the infomation about how to build on arm64.
The electron build option is in webgal-electron's package.json, you can see
"build": { "productName": "WebGAL", "appId": "com.wtc.webgal", "copyright": "webgal", "directories": { "output": "build" }, "asar": false, "win": { "icon": "public/icon.ico", "target": [ "dir" ] }, "linux": { "icon": "public/icon.ico", "target": [ "dir" ] }, "mac": { "icon": "public/icon-mac.ico" }, "electronDownload": { "mirror": "https://npmmirror.com/mirrors/electron/" } },
Please refrence electron-builder to get the infomation of how to build on arm64.
user@localhost ~/t/WebGAL_Terre (main)> bash release-linux.sh + echo 'Welcome to build WebGAL Origine, the editor of WebGAL platform.' Welcome to build WebGAL Origine, the editor of WebGAL platform. + npm i npm ERR! code ENOTEMPTY npm ERR! syscall rename npm ERR! path /home/user/ty/WebGAL_Terre/node_modules/acorn npm ERR! dest /home/user/ty/WebGAL_Terre/node_modules/.acorn-1oN6vQ7s npm ERR! errno -39 npm ERR! ENOTEMPTY: directory not empty, rename '/home/user/ty/WebGAL_Terre/node_modules/acorn' -> '/home/user/ty/WebGAL_Terre/node_modules/.acorn-1oN6vQ7s' npm ERR! A complete log of this run can be found in: npm ERR! /home/user/.npm/_logs/2023-08-01T04_21_17_297Z-debug-0.log
I think it would be better to use yarn install --frozen-lockfile
instead of npm i
to install build dependencies.
Has #106 solved this? I am going to close this issue. @dabao1955
Has #106 solved this? I am going to close this issue. @dabao1955
no.
@MakinoharaShoko This PR does not actually add support for the arm64 architecture. I try to build with qemu-user and debootstrap, but I can't install yarn.
Now there is no good way, I just can only build manually.
try #120 @dabao1955
Artifacts here: https://github.com/mzwing/WebGAL_Terre/actions/runs/5775778973
try #120 @dabao1955
Artifacts here: https://github.com/mzwing/WebGAL_Terre/actions/runs/5775778973
@mzwing It looks works fine.
RT.
When I run Webgal,it noticed:
I hope you add support for architectures like arm64 and loongarch64 for webgal. It would be nice to be able to build package formats such as deb.