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# Platforms
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You should be able to compile Aseprite successfully on the following
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platforms:
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* Windows + VS2013 + DirectX SDK
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* Mac OS X 10.8 Mountain Lion + Xcode 5.1.1 + Mac OS X 10.4 SDK universal
* Linux + gcc with some C++11 support, this port is not compiled
regularly so you can expect some errors in the master branch.
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# Get the source code
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At the moment the only way to compile Aseprite is cloning the Git
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repository located here:
https://github.com/aseprite/aseprite
You can clone it using the following command (read-only URL):
git clone --recursive https://github.com/aseprite/aseprite.git
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To update an existing copy:
cd aseprite
git pull
git submodule update --init --recursive
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On Windows you can use programs like
[msysgit ](http://msysgit.github.io/ ) to clone the repository.
# Compiling
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Aseprite uses the latest version of [CMake ](http://www.cmake.org/ )
(3.0) as its build system. You will not need any extra library
because the repository already contains the source code of all
dependencies, even a modified version of the Allegro library is
included in master branch.
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The following are the steps to compile Aseprite (in this case we have
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the repository clone in a directory called `aseprite` ):
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1. Make a build directory to leave all the files that are result of
the compilation process (`.exe`, `.lib` , `.obj` , `.a` , `.o` , etc).
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C:\...\>cd aseprite
C:\...\aseprite>mkdir build
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In this way, if you want to start with a fresh copy of Aseprite
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source code, you can remove the `build` directory and start again.
2. Enter in the new directory and execute cmake giving to it
your compiler as generator:
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C:\...\aseprite>cd build
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If you have nmake (MSVC compilers):
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C:\...\aseprite\build>cmake -G "NMake Makefiles" ..
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If you have Visual Studio you can generate a solution:
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C:\...\aseprite\build>cmake -G "Visual Studio 12 2013" ..
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If you are on Linux:
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/.../aseprite/build$ cmake -G "Unix Makefiles" ..
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For more information in [CMake wiki ](http://www.vtk.org/Wiki/CMake_Generator_Specific_Information ).
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Additionally you can change build settings by passing them on the command line, like so:
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/.../aseprite/build$ cmake -DCMAKE_INSTALL_PREFIX=~/software ..
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or later on with a tool like [`ccmake` ](https://cmake.org/cmake/help/latest/manual/ccmake.1.html ) or [`cmake-gui` ](https://cmake.org/cmake/help/latest/manual/cmake-gui.1.html ).
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3. After you have executed one of the `cmake -G <generator> ..`
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commands, you have to compile the project executing make, nmake,
opening the solution, etc.
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4. When the project is compiled, you can find the executable file
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inside `build/bin/aseprite.exe` . If you invoked `make install` it will be copied to an appropriate location (e.g. `/usr/local/bin/aseprite` on Linux).
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## Mac OS X details
You need the old Mac OS X 10.4 SDK universal, which can be obtained
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from Xcode 3.1 Developer Tools (Xcode 3.1 Developer DVD,
`xcode31_2199_developerdvd.dmg` ). You can get it from Apple developer
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website (you need to be registered):
https://developer.apple.com/downloads/
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Inside the `Packages` folder, there is a `MacOSX10.4.Universal.pkg` ,
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install it (it will be installed in `/SDKs/MacOSX10.4u.sdk` ), and run
cmake with the following parameters:
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-DCMAKE_OSX_ARCHITECTURES:STRING=i386
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-DCMAKE_OSX_DEPLOYMENT_TARGET:STRING=10.4
-DCMAKE_OSX_SYSROOT:STRING=/SDKs/MacOSX10.4u.sdk
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-DWITH_HarfBuzz=OFF
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### Issues with Retina displays
If you have a Retina display, check this issue:
https://github.com/aseprite/aseprite/issues/589
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# Using shared third party libraries
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If you don't want to use the embedded code of third party libraries
(i.e. to use your installed versions), you can disable static linking
configuring each `USE_SHARED_` option.
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After running `cmake -G` , you can edit `build/CMakeCache.txt` file, and
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enable the `USE_SHARED_` flag (set its value to `ON` ) of the library
that you want to be linked dynamically.
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# Profiling
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You must compile with `Profile` configuration. For example on Linux:
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/.../aseprite/build$ cmake .. -G "Unix Makefiles" -DCMAKE_BUILD_TYPE:STRING=Profile -DCOMPILER_GCC:BOOL=ON