Repository navigation
Releases
latest (own_rendering @ af8eaad0)
Auto-build from commit af8eaad (own_rendering).
Assets:
vikings-linux-x86_64.tar.gz— Linux x86_64vikings-windows-x86_64.zip— Windows x86_64vikings-linux-arm64.tar.gz— Linux arm64 (aarch64)vikings-linux-x86_64-test.tar.gz— Linux x86_64, test mode: the m2c original and the v2 mirror
in lockstep, every frame cross-checked — the verification build, not the one to playvikings-windows-x86_64-test.zip— Windows x86_64, test modevikings-linux-arm64-test.tar.gz— Linux arm64 (aarch64), test mode
All bundles contain vikings/vikings.exe, vikings_keymap_editor,
vikings_keymap.cfg, ds_static.bin and exe_static.bin. SDL2 and
the C++ runtime are statically linked — no extra DLLs/.so required.
The Linux bundles depend on glibc alone (2.35+: Ubuntu 22.04, Debian
12 and later): SDL2 is built from source with the dlopen'ed backends,
X11 / Wayland / PulseAudio / PipeWire / ALSA / libdecor are picked up
at run time from whatever the machine has.
The game bundles also carry content-tools/: the builder of the
console content pack (SNES parallax, the SNES-only levels, the Genesis
interludes, languages, SNES sound — README, "Console content") — the
converters only, no console data: run
python3 content-tools/tools/assets/build_content.py beside DATA.DAT
and your own SNES DE and Genesis images.
All modes require the copyrighted DATA.DAT from a legal copy of
the 1992 Lost Vikings (e.g. the GOG release). It is not
redistributed here. The bundled *_static.bin files hold the
static EXE image (initial DS / text / tables) which the game loads
in place of m2c's C++ initialisers, not the game content.