aseprite/INSTALL.md
2015-04-17 14:30:09 -03:00

3.6 KiB

Platforms

You should be able to compile Aseprite successfully on the following platforms:

  • Windows + VS2013 + DirectX SDK
  • 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.

Get the source code

At the moment the only way to compile Aseprite is clonning the Git 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

On Windows you can use programs like msysgit to clone the repository.

Compiling

Aseprite uses the latest version of CMake (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.

The following are the steps to compile Aseprite (in this case we have the repository clone 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 12 2013"
    

    If you are on Linux:

     /.../aseprite-source/build$ cmake .. -G "Unix Makefiles"
    

    For more information in CMake wiki.

  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 find the executable file inside build/bin/aseprite.exe.

Mac OS X details

You need the old Mac OS X 10.4 SDK universal, which can be obtained from Xcode 3.1 Developer Tools (Xcode 3.1 Developer DVD, xcode31_2199_developerdvd.dmg). You can get it from Apple developer website (you need to be registered):

https://developer.apple.com/downloads/

Inside the Packages folder, there is a MacOSX10.4.Universal.pkg, install it (it will be installed in /SDKs/MacOSX10.4u.sdk), and run cmake with the following parameters:

-DCMAKE_OSX_ARCHITECTURES:STRING=i386
-DCMAKE_OSX_DEPLOYMENT_TARGET:STRING=10.4
-DCMAKE_OSX_SYSROOT:STRING=/SDKs/MacOSX10.4u.sdk

Issues with Retina displays

If you have a Retina display, check this issue:

https://github.com/aseprite/aseprite/issues/589

Using shared third party libraries

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.

After running cmake -G, you can edit build/CMakeCache.txt file, and enable the USE_SHARED_ flag (set its value to ON) of the library that you want to be linked dynamically.

Profiling

You must compile with Profile configuration. For example on Linux:

/.../aseprite-source/build$ cmake .. -G "Unix Makefiles" -DCMAKE_BUILD_TYPE:STRING=Profile -DCOMPILER_GCC:BOOL=ON