3.6 KiB
What platforms are supported?
You should be able to compile Aseprite successfully on the following platforms:
- Windows + MSVC 2012 + 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.
How can I compile Aseprite?
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 source code in a directory called aseprite-source
):
-
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. -
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.
-
After you have executed one of the
cmake .. -G <generator>
commands, you have to compile the project executing make, nmake, opening the solution, etc. -
When the project is compiled, you can copy the resulting executable file (e.g.
build/src/aseprite.exe
) toaseprite-source
and execute it. If you have used a Visual Studio project, you can copy the wholedata/
directory tobuild/src/RelWithDebInfo/
so you can run/debug the program from Visual Studio IDE. On Linux, you can copy thedata/
directory in~/.aseprite/
directory.
Mac OS X details
You need the old Mac OS X 10.4 SDK universal, which can be obtained from a Xcode 3.2 distribution. You can get it from Apple developer website (you need to be registered):
https://developer.apple.com/downloads/
Install the MacOSX10.4.Universal.pkg and run cmake with the following parameters:
-DCMAKE_OSX_DEPLOYMENT_TARGET:STRING=10.4
-DCMAKE_OSX_SYSROOT:STRING=/SDKs/MacOSX10.4u.sdk
How to use installed 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 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.
How to profile Aseprite?
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