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Nightly builds Platform
CircleCI Linux 32bit & 64bit, Windows 32bit, Nintendo Switch, SDL1, Amiga
Build Status macOS 64bit, Linux ppc64le
Build status Windows 64bit (MSVC)

Discord Channel Discord Chat Channel

How To Play:

  • Download the latest DevilutionX release, or build from source
  • Copy diabdat.mpq from your CD or GoG installation (or extract it from the GoG installer) to the DevilutionX install folder or data folder; make sure it is all lowercase. The DevilutionX install folder is the one that contains the DevilutionX executable. The data folder path may differ depending on OS version and security settings, but will normally be as follows:
    • macOS ~/Library/Application Support/diasurgical/devilution
    • Linux ~/.local/share/diasurgical/devilution/
    • Windows C:\Users\[username]\AppData\Roaming\diasurgical\devilution
  • Install SDL2, SDL2_mixer and SDL2_ttf (included in macOS and Windows releases):
    • Ubuntu/Debian/Rasbian sudo apt-get install libsdl2-ttf-2.0-0 libsdl2-mixer-2.0-0
  • Run ./devilutionx

Building from Source

Linux

Installing dependencies on Debian and Ubuntu

sudo apt-get install cmake g++ libsdl2-mixer-dev libsdl2-ttf-dev libsodium-dev

Installing dependencies on Fedora

sudo dnf install cmake glibc-devel SDL2-devel SDL2_ttf-devel SDL2_mixer-devel libsodium-devel libasan libubsan

Compiling

cd build
cmake ..
make -j$(nproc)
macOS

Make sure you have Homebrew installed, then run:

brew bundle
cd build
cmake ..
cmake --build . -j $(sysctl -n hw.physicalcpu)
FreeBSD

Installing dependencies

pkg install cmake sdl2_mixer sdl2_ttf libsodium

Compiling

cd build
cmake ..
cmake --build . -j $(sysctl -n hw.ncpu)
OpenBSD

Installing dependencies

pkg_add cmake sdl2-mixer sdl2-ttf libsodium gmake

Compiling

cd build
cmake -DCMAKE_MAKE_PROGRAM=gmake ..
cmake --build . -j $(sysctl -n hw.ncpuonline)
Windows via MinGW

Installing dependencies on WSL, Debian and Ubuntu

Download and place the 32bit MinGW Development Libraries of SDL2, SDL2_mixer, SDL2_ttf and Libsodium in /usr/i686-w64-mingw32. NOTE: SDL2 2.0.12 appears to not compile correctly.

sudo apt-get install cmake gcc-mingw-w64-i686 g++-mingw-w64-i686

Compiling

cd build
cmake -DCMAKE_TOOLCHAIN_FILE=../CMake/mingwcc.cmake ..
make -j$(nproc)
Windows via Visual Studio

Installing dependencies

Make sure to install the C++ CMake tools for Windows component for Visual Studio.

  • Using vcpkg (recommended)
  1. Install vcpkg following the instructions from https://github.com/microsoft/vcpkg#quick-start.

    Don't forget to perform user-wide integration step for additional convenience.

  2. Install required dependencies by executing the following command (via cmd or powershell):

    For the 64-bit version of the dependencies please run this command:

    vcpkg install sdl2:x64-windows sdl2-mixer:x64-windows sdl2-ttf:x64-windows libsodium:x64-windows
    

    For the 32-bit version of the dependencies please run this command:

    vcpkg install sdl2:x86-windows sdl2-mixer:x86-windows sdl2-ttf:x86-windows libsodium:x86-windows
    
  • Manually
  1. Download and place the MSVC Development Libraries of SDL2, SDL2_mixer, SDL2_ttf and Libsodium in %USERPROFILE%\AppData\Local\Microsoft\WindowsApps\.
  2. If dependencies are not found or you wish to place them in other location - configure required path variables in "Manage Configurations..." dialog inside Visual Studio or in cmake-gui.

Compiling

  • Through Open->CMake in Visual Studio
  1. Go to File -> Open -> CMake, select CMakeLists.txt from the project root.
  2. Select Build devilution.exe from the Build menu.
  • Through cmake-gui
  1. Input the path to devilutionx source directory at Where is the source code: field.
  2. Input the path where the binaries would be placed at Where to build the binaries: field. If you want to place them inside source directory it's preferable to do so inside directory called build to avoid the binaries being added to the source tree.
  3. It's recommended to input Win32 in Optional Platform for Generator, otherwise it will default to x64 build.
  4. In case you're using vcpkg select Specify toolchain file for cross-compiling and select the file scripts/buildsystems/vcpkg.cmake from vcpkg directory otherwise just go with Use default native compilers.
  5. In case you need to select any paths to dependencies manually do this right in cmake-gui window.
  6. Press Generate and open produced .sln file using Visual Studio.
  7. Use build/debug etc. commands inside Visual Studio Solution like with any normal Visual Studio project.
Nintendo Switch Run:
Packaging/switch/build.sh

This will install the Switch devkit and build a DevilutionX Switch package. If you already have the devkit installed, or are on a non-Debian system, pass the the devkit path to the script like this:

DEVKITPRO=<path to devkit> Packaging/switch/build.sh

The nro-file will be generated in the build folder. Test with an emulator (RyuJinx) or real hardware.

Nintendo Switch manual

Haiku

Installing dependencies on 32 bit Haiku

pkgman install cmake_x86 devel:libsdl2_x86 devel:libsdl2_mixer_x86 devel:libsdl2_ttf_x86 devel:libsodium_x86

Installing dependencies on 64 bit Haiku

pkgman install cmake devel:libsdl2 devel:libsdl2_mixer devel:libsdl2_ttf devel:libsodium

Compiling on 32 bit Haiku

cd build
setarch x86 #Switch to secondary compiler toolchain (GCC8+)
cmake ..
cmake --build . -j $(nproc)

Compiling on 64 bit Haiku

No setarch required, as there is no secondary toolchain on x86_64, and the primary is GCC8+

cd build
cmake ..
cmake --build . -j $(nproc)
OpenDingux / RetroFW

DevilutionX uses buildroot to build packages for OpenDingux and RetroFW.

The build script does the following:

  1. Downloads and configures the buildroot if necessary.
  2. Builds the executable (using CMake).
  3. Packages the executable and all related resources into an .ipk or .opk package.

The buildroot uses ~2.5 GiB of disk space and can take 20 minutes to build.

For OpenDingux builds mksquashfs needs to be installed.

To build, run the following command

Packaging/OpenDingux/build.sh <platform>

Replace <platform> with one of: retrofw, rg350, or gkd350h.

This prepares and uses the buildroot at $HOME/buildroot-$PLATFORM-devilutionx.

End-user manuals are available here:

Clockwork PI GameShell

You can either call

Packaging/cpi-gamesh/build.sh

to install dependencies and build the code.

Or you create a new directory under /home/cpi/apps/Menu and copy the file there. After restarting the UI, you can download and compile the game directly from the device itself. See the readme for more details.

Amiga via Docker

Build the container from the repo root

docker build -f Packaging/amiga/Dockerfile -t devilutionx-amiga .

Build DevilutionX Amiga binary

docker run --rm -v "${PWD}:/work" devilutionx-amiga
sudo chown "${USER}:" build-amiga/*

The command above builds DevilutionX in release mode. For other build options, you can run the container interactively:

docker run -ti --rm -v "${PWD}:/work" devilutionx-amiga bash

See the CMD in Packaging/amiga/Dockerfile for reference.

Copy the necessary files

Outside of the Docker container, from the DevilutionX directory, run:

cp Packaging/amiga/devilutionx.info Packaging/amiga/LiberationSerif-Bold.ttf build-amiga/
sudo chown "${USER}:" build-amiga/*

To actually start DevilutionX, increase the stack size to 50KiB in Amiga. You can do this by selecting the DevilutionX icon, then hold right mouse button and select Icons -> Information in the top menu.

CMake build options

General

  • -DBINARY_RELEASE=ON changed build type to release and optimize for distribution.
  • -DNONET=ON disable network support, this also removes the need for the ASIO and Sodium.
  • -DUSE_SDL1=ON build for SDL v1 instead of v2, not all features are supported under SDL v1, notably upscaling.
  • -DSPAWN=ON build the shareware version, using spawn.mpq from the original shareware; which can still be downloaded for free.
  • -DCMAKE_TOOLCHAIN_FILE=../CMake/32bit.cmake generate 32bit builds on 64bit platforms (remember to use the linux32 command if on Linux).
  • -DCROSS_PREFIX=/path/to/prefix set the path to the i686-w64-mingw32 directory.

Debug builds

  • -DDEBUG=OFF disable debug mode of the Diablo engine.
  • -DASAN=OFF disable address sanitizer.
  • -DUBSAN=OFF disable undefined behavior sanitizer.

Multiplayer

  • TCP/IP only requires the host to expose port 6112
  • UDP/IP requires that all players expose port 6112

All games are encrypted and password protected.

Controller support

DevilutionX supports gamepad controls.

Default controller mappings (A/B/X/Y as in Nintendo layout, so the rightmost button is attack; A ○, B ×, X △, Y □):

  • Left analog or D-Pad: move hero
  • A: attack nearby enemies, talk to townspeople and merchants, pickup/place items in the inventory, OK while in main menu
  • B: select spell, back while in menus
  • X: pickup items, open nearby chests and doors, use item in the inventory
  • Y: cast spell, delete character while in main menu
  • L1: use health item from belt
  • R1: use mana potion from belt
  • L2: character sheet (alt: Start + L1 or ←)
  • R2: inventory (alt: Start + L2 or →)
  • Left analog click: toggle automap (alt: Start + ↓)
  • Start + Select: game menu (alt: Start + ↑)
  • Select + A/B/X/Y: Spell hotkeys
  • Right analog: move automap or simulate mouse
  • Right analog click: left mouse click (alt: Select + L1)
  • Select + Right analog click: right mouse click (alt: Select + R1)
  • Select + L2: quest log (alt: Start + Y)
  • Select + R2: spell book (alt: Start + B)

For now, they can be re-mapped by changing SourceX/controls or by setting the SDL_GAMECONTROLLERCONFIG environment variable (see SDL_GameControllerDB).

Contributing

Guidelines

Mods

List of known mods based on DevilutionX

F.A.Q.

Wow, does this mean I can download and play Diablo for free now?

No, you'll need access to the data from the original game. If you don't have an original CD then you can buy Diablo from GoG.com. Alternately you can use spawn.mpq from the http://ftp.blizzard.com/pub/demos/diablosw.exe version and compile the with the SPAWN flag defined.

What game changes does DevilutionX provide

DevilutionX's main focus is to make the game work on multiple platforms. An additional goal is to make the engine mod friendly. As such, there are no changes to gameplay, but we will be making some enhancments to the engine itself. For example, the engine now has upscaling, unlocked fps, controller support, and multiplayer via TCP.

Is 1080p supported?

Currently the game simply scales the original 640x480 to best fit, but we are working on widescreen support.

What about Hellfire?

Hellfire is being worked on and is mostly done, though not fully playable at the moment.

Does it work with Battle.net?

Battle.net is a service provided by Blizzard. We are not associated with them, so we have not worked on intergrating with their service.

Credits

  • The original Devilution project Devilution
  • Everyone who worked on Devilution/DevilutionX
  • And a thanks to all who support the project, report bugs and help spread the word <3

Changelog

From the beginning until release

Legal

DevilutionX is released to the Public Domain. The documentation and functionality provided by Devilution may only be utilized with assets provided by ownership of Diablo.

Diablo® - Copyright © 1996 Blizzard Entertainment, Inc. All rights reserved. Diablo and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.

Devilution and any of its maintainers are in no way associated with or endorsed by Blizzard Entertainment®.

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Diablo build for BigEndian and SDL1.2 systems (Amiga Warpos / Morphos port)

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