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Valyria Tear Copyright (C) 2012-2013 by Bertram Copyright (C) 2004-2011 by The Allacrost Project This code is licensed under the GNU GPL. It is free software and you may modify it and/or redistribute it under the terms of this license. See http://www.gnu.org/copyleft/gpl.html for details. Valyria Tear is an attempt at creating a small J-RPG using an upgraded HoA engine (See http://www.allacrost.org/). Development blog: http://valyriatear.blogspot.com Linux compilation procedure: Once you've unpacked the tarball or checked it out of Git, just run 'cmake . && make ' from the top-level directory at the prompt. You'll then be able to play by typing: 'src/valyriatear' Windows: A Code::Blocks project file is also provided when compiling under Windows. In that case, you might need the dependencies and headers files that can be downloaded at: https://dl.dropbox.com/s/et9x2e73r6etbta/valyriatear-win32-depends-2012.08.30.zip?dl=1 To build on Windows with Visual Studio 2012, do this: 1.) git clone https://github.com/authenticate/ValyriaTear-VS2012-Dependencies.git 2.) Copy the ValyriaTear-VS2012-Dependencies folder into your Valyria Tear repository. 3.) Open the VS 2012 solution file: .../ValyriaTearRepository/vs2012/ValyriaTear.sln 4.) Build (F7) 5.) Run (F5) Game directories included and used are: dat/ img/ mus/ snd/ src/ po/ Library dependencies (you will need the following in order to compile and run the game): Boost headers (Tested from 1.48 to 1.50) (make sure that the boost headers used to compile Luabind are the same version used to compile Valyria Tear) GNU Gettext - (libiconv, libintl) lua (5.1.x - 5.2.x) - (liblua) Luabind 0.9.1 (Provided as a static library) libz libpng (1.2 to 1.6) Ogg/Vorbis - (libogg, libvorbis, libvorbisenc, libvorbisfile) OpenAL OpenGL and GLU SDL (1.2) SDL_ttf (1.2) SDL_image (1.2) and: Qt 4.8.x (only if you wish to compile the map editor) Compiling with editor or debug feature support: Using Cmake: Use the -D parameter when invoking cmake to add compilation flags. Add Editor compilation (Requires QT 4.8.x headers) cmake -DEDITOR_SUPPORT=on . Add debug menus, and debug commands: cmake -DDEBUG_FEATURES=on . Add both: cmake -DDEBUG_FEATURES=on -DEDITOR_SUPPORT=on . On Code::Blocks: Got to Project->Build options, and add the flags in the #defines tab, i.e.: DEBUG_MENU Note that the editor can't be built using C::B. Use Qt-Creator and the MapEditor.pro file for that. Be sure also to read the instructions within that file, as RTTI support must be enabled, and unicode disabled in the compile flags.