Move INSTALL.txt to INSTALL.md

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David Capello 2012-07-08 01:41:14 -03:00
parent 3124a9403f
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# What platforms are supported?
You should be able to compile ASEPRITE successfully on the following
platforms:
* Windows + MSVC 2008 Express + DirectX SDK
* Linux + GCC
* Mac OS X
# How can I compile ASEPRITE?
The new build system for ASEPRITE is [CMake](http://www.cmake.org/).
The following are the steps to compile ASEPRITE (in this case we have
the source code in a directory called `aseprite-source`):
1. Make a build directory to leave all the files that are result of
the compilation process (`.exe`, `.lib`, `.obj`, `.a`, `.o`, etc).
C:\...\>cd aseprite-source
C:\...\aseprite-source>mkdir build
In this way, if you want to start with a fresh copy of ASEPRITE
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:
C:\...\aseprite-source>cd build
If you have nmake (MSVC compilers):
C:\...\aseprite-source\build>cmake .. -G "NMake Makefiles"
If you have Visual Studio you can generate a solution:
C:\...\aseprite-source\build>cmake .. -G "Visual Studio 8 2005"
C:\...\aseprite-source\build>cmake .. -G "Visual Studio 9 2008"
C:\...\aseprite-source\build>cmake .. -G "Visual Studio 10"
If you are on Linux:
/.../aseprite-source/build$ cmake .. -G "Unix Makefiles"
If you have MinGW + MSYS:
C:\...\aseprite-source\build>cmake .. -G "MSYS Makefiles"
If you have MinGW + mingw-make:
C:\...\aseprite-source\build>cmake .. -G "MinGW Makefiles"
For more information in [CMake wiki](http://www.vtk.org/Wiki/CMake_Generator_Specific_Information).
3. After you have executed one of the `cmake .. -G <generator>`
commands, you have to compile the project executing make, nmake,
opening the solution, etc.
4. When the project is compiled, you can copy `build/src/aseprite.exe`
file to `aseprite-source` and execute it. If you have used a Visual
Studio project, you can copy the whole `data/` directory to
`build/src/RelWithDebInfo/` so you can run/debug the program from
Visual Studio IDE.

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========================================
What platforms are supported?
========================================
You should be able to compile ASE successfully on the following
platforms:
- Windows + MSVC 2008 Express + DirectX SDK
- Linux + GCC
- Mac OS X
========================================
How can I compile ASE?
========================================
The new build system for ASE is CMake (http://www.cmake.org/).
The following are the steps to compile ASE (in this case we
have the source code in a directory called "ase-source-dir"):
1) Make a build directory to leave all the files that are result of
the compilation process (.exe, .lib, .obj, .a, .o, etc).
C:\...\>cd ase-source-dir
C:\...\ase-source-dir>mkdir build
In this way, if you want to start with a fresh copy of ASE 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:
C:\...\ase-source-dir>cd build
If you have nmake (MSVC compilers):
C:\...\ase-source-dir\build>cmake .. -G "NMake Makefiles"
If you have Visual Studio you can generate a solution:
C:\...\ase-source-dir\build>cmake .. -G "Visual Studio 8 2005"
C:\...\ase-source-dir\build>cmake .. -G "Visual Studio 9 2008"
C:\...\ase-source-dir\build>cmake .. -G "Visual Studio 10"
If you are on Linux:
/.../ase-source-dir/build$ cmake .. -G "Unix Makefiles"
If you have MinGW+MSYS:
C:\...\ase-source-dir\build>cmake .. -G "MSYS Makefiles"
If you have MinGW+mingw-make:
C:\...\ase-source-dir\build>cmake .. -G "MinGW Makefiles"
For more information see:
http://www.vtk.org/Wiki/CMake_Generator_Specific_Information
3) After you have executed one of the "cmake .. -G <generator>"
commands, you have to compile the project executing make, nmake,
opening the solution, etc.
4) When the project is compiled, you can copy "build/src/aseprite.exe"
file to "ase-source-dir" and execute it. If you have used a Visual
Studio project, you can copy the whole "data/" directory to
"build/src/RelWithDebInfo/" so you can run/debug the program
from Visual Studio IDE.