1a6a8b52f7
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
54 lines
2.6 KiB
Text
54 lines
2.6 KiB
Text
This is the README accompanying the source code to Simon Tatham's
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puzzle collection. The collection's web site is at
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<http://www.chiark.greenend.org.uk/~sgtatham/puzzles/>.
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If you've obtained the source code by downloading a .tar.gz archive
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from the Puzzles web site, you should find several Makefiles in the
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source code. However, if you've checked the source code out from the
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Puzzles git repository, you won't find the Makefiles: they're
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automatically generated by `mkfiles.pl', so run that to create them.
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The Makefiles include:
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- `Makefile.am', together with the static `configure.ac', is intended
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as input to automake. Run `mkauto.sh' to turn these into a
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configure script and Makefile.in, after which you can then run
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`./configure' to create an actual Unix Makefile.
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- `Makefile.vc' should work under MS Visual C++ on Windows. Run
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'nmake /f Makefile.vc' in a Visual Studio command prompt.
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- `Makefile.cyg' should work under Cygwin / MinGW. With appropriate
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tweaks and setting of TOOLPATH, it should work for both compiling
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on Windows and cross-compiling on Unix.
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- `Makefile.osx' should work under Mac OS X, provided the Xcode
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tools are installed. It builds a single monolithic OS X
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application capable of running any of the puzzles, or even more
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than one of them at a time.
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- `Makefile.wce' should work under MS eMbedded Visual C++ on
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Windows and the Pocket PC SDK; it builds Pocket PC binaries.
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Many of these Makefiles build a program called `nullgame' in
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addition to the actual game binaries. This program doesn't do
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anything; it's just a template for people to start from when adding
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a new game to the collection, and it's compiled every time to ensure
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that it _does_ compile and link successfully (because otherwise it
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wouldn't be much use as a template). Once it's built, you can run it
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if you really want to (but it's very boring), and then you should
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ignore it.
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DO NOT EDIT THE MAKEFILES DIRECTLY, if you plan to send any changes
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back to the maintainer. The makefiles are generated automatically by
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the Perl script `mkfiles.pl' from the file `Recipe' and the various
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.R files. If you need to change the makefiles as part of a patch,
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you should change Recipe, *.R, and/or mkfiles.pl.
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The manual is provided in Windows Help format for the Windows build;
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in text format for anyone who needs it; and in HTML for the Mac OS X
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application and for the web site. It is generated from a Halibut
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source file (puzzles.but), which is the preferred form for
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modification. To generate the manual in other formats, rebuild it,
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or learn about Halibut, visit the Halibut website at
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<http://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
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