Devilution
Diablo devolved - magic behind the 1996 computer game
|
Nightly builds | Platform |
---|---|
Linux 32bit & 64bit, Windows 32bit, Nintendo Switch, SDL1, Amiga | |
macOS 64bit, Linux ppc64le | |
Windows 64bit (MSVC) |
~/Library/Application Support/diasurgical/devilution
~/.local/share/diasurgical/devilution/
C:\Users\[username]\AppData\Roaming\diasurgical\devilution
sudo apt-get install libsdl2-ttf-2.0-0 libsdl2-mixer-2.0-0
./devilutionx
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macOS
Make sure you have Homebrew installed, then run:
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FreeBSD
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OpenBSD
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Windows via MinGW
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.
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Windows via Visual Studio
Make sure to install the C++ CMake tools for Windows
component for Visual Studio.
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.
Install required dependencies by executing the following command (via cmd or powershell):
For the 64-bit version of the dependencies please run this command:
For the 32-bit version of the dependencies please run this command:
USERPROFILE%\AppData\Local\Microsoft\WindowsApps\
.File -> Open -> CMake
, select CMakeLists.txt
from the project root.Build devilution.exe
from the Build
menu.Where is the source code:
field.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.Win32
in Optional Platform for Generator
, otherwise it will default to x64 build.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
.Generate
and open produced .sln
file using Visual Studio.<details>
Nintendo Switch
Run:
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:
The nro-file will be generated in the build folder. Test with an emulator (RyuJinx) or real hardware.
Nintendo Switch manual </details>
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Haiku
No setarch required, as there is no secondary toolchain on x86_64, and the primary is GCC8+
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OpenDingux / RetroFW
DevilutionX uses buildroot to build packages for OpenDingux and RetroFW.
The build script does the following:
.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
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:
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Clockwork PI GameShell
You can either call
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. </details>
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Amiga via Docker
The command above builds DevilutionX in release mode. For other build options, you can run the container interactively:
See the CMD
in Packaging/amiga/Dockerfile
for reference.
Outside of the Docker container, from the DevilutionX directory, run:
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. </details>
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CMake build options
-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.-DDEBUG=OFF
disable debug mode of the Diablo engine.-DASAN=OFF
disable address sanitizer.-DUBSAN=OFF
disable undefined behavior sanitizer.</details>
All games are encrypted and password protected.
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 □):
For now, they can be re-mapped by changing SourceX/controls
or by setting the SDL_GAMECONTROLLERCONFIG
environment variable (see SDL_GameControllerDB).
List of known mods based on DevilutionX
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](shareware) 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. </details>
From the beginning until release
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®.