SDLPAL
======
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***SDLPAL*** is an SDL-based cross-platform reimplementation of the classic Chinese RPG game known as *PAL*.
[Try the online demo for now!](https://sdlpal.github.io/demo/sdlpal.html)
=======
Check the link above for a Web-based demo of SDLPAL. It should work on most of modern browsers (e.g., Google Chrome, Mozilla Firefox, Safari, ...), but problems might exist on some browsers. Before you can enjoy the game, please prepare a zipped file containing the game resource data.
gitee镜像
=======
中国大陆地区用户如从GitHub下载代码存在困难,请使用[gitee镜像](https://gitee.com/sdlpal/sdlpal) (每小时自动更新)。
LICENSE
=======
SDLPAL was originally created by [Wei Mingzhi](https://github.com/weimzh/) from 2009. Now it is owned by the SDLPAL development team. Please see [AUTHORS](AUTHORS) for full author list.
```
Copyright (c) 2009-2011, Wei Mingzhi <[email protected]>.
Copyright (c) 2011-2024, SDLPAL development team.
All rights reserved.
```
SDLPAL is distributed under the terms of **GNU General Public License, version 3** as published by the [Free Software Foundation](http://www.fsf.org/). See [LICENSE](LICENSE) for details.
Many of the ideas of this program are based on documents from [PAL Research Project](https://github.com/palxex/palresearch), and portions of the code are based on the work done by Baldur and [louyihua](https://github.com/louyihua).
This program made extensive use of the following libraries:
* [SDL](http://www.libsdl.org/)
* [SDL_mixer](http://www.libsdl.org/projects/SDL_mixer/)
* [libmad](http://www.underbit.com/products/mad/)
* [libogg & libvorbis](http://www.vorbis.com/)
* [libopus & opusfile](https://www.opus-codec.org/)
* [FLTK](http://www.fltk.org)
* [TinySoundFont](https://github.com/schellingb/TinySoundFont)
* OPL player from [Adplug](http://adplug.sourceforge.net/)
* OPL emulation cores from [DOSBOX project](http://www.dosbox.com), [MAME project](http://mamedev.org/) and [Chocolate Doom project](https://github.com/chocolate-doom/chocolate-doom)
* Audio resampler from [foo_input_adplug](https://www.foobar2000.org/components/view/foo_input_adplug)
* AVI player from [ffmpeg](https://ffmpeg.org/)
* Image decoder from [stb](https://github.com/nothings/stb)
This program does **NOT** include any code or data files of the original game, which are proprietary and copyrighted by [SoftStar](http://www.softstar.com.tw/) Inc.
## FAQ
See [wiki](../../wiki)
Building the game
=================
Currently, SDLPAL supports the following platforms:
* Desktop platforms: *Windows* (both *Windows Desktop* and *Universal Windows Platform*), *GNU/Linux* and *macOS*
* Mobile platforms: *Android*, *iOS* and *Windows*
* Home consoles: *3DS*, *WII*, *PSP* and others (some of them are not actively maintained now)
Before start building, you may find some inspiration from reading [Our travis scripts](.travis.yml).
To build SDLPAL, there are three major steps you need to do:
1. Clone the source code from GitHub into your local folder using `git` or through corresponding GUI:
```shell
$ cd <parent-path-of-sdlpal>
$ git clone https://github.com/sdlpal/sdlpal.git
```
2. Update all the submodules used by SDLPAL using `git submodule` or through corresponding GUI:
```shell
$ cd <parent-path-of-sdlpal>/sdlpal
$ git submodule update --init --recursive
```
3. Follow the platform-specific steps listed below.
Windows
-------
### Visual Studio
To build SDLPAL as a Windows **desktop** app, you can use ***Microsoft Visual Studio 2017*** to open the solution file *`sdlpal.sln`* under the *`win32`* directory.
To build SDLPAL as a **Universal Windows Platform** app, you can use ***Microsoft Visual Studio 2017*** to open the solution file *`SDLPal.UWP.sln`* under the *`winrt`* directory.
### MinGW
To build SDLPAL as a Windows **desktop** app, you can also use ***MinGW***. Steps for building under MinGW varies depends on the compiling environment you have:
* If you need to compile SDLPAL under **Windows** shell environment, please go to the root of the source code tree and type:
```cmd
C:\sdlpal> cd win32
C:\sdlpal> make -f Makefile.mingw
```
* If you need to compile SDLPAL under **msys** shell environment, please go to the root of the source code tree and type:
```bash
$ cd win32
$ make
```
* If you need to cross-compile SDLPAL under **GNU/Linux** shell environment, please go to the root of the source code tree and type:
```bash
$ cd win32
$ # This builds a 32-bit executable.
$ make HOST=i686-w64-mingw32-
$ # This builds a 64-bit executable.
$ make HOST=x86_64-w64-mingw32-
```
GNU/Linux or Unix
-----------------
To build the game, please go to the root of the source code tree and type:
```shell
$ cd unix
$ make
```
You also need to have SDL 2.0 development files installed in the system. The compiled executable should be generated with the filename *`sdlpal`* at the current directory. By default, SDLPAL uses the FLTK library to provide setting GUI at launch. If you do not want to use the library, please define he macro `PAL_NO_LAUNCH_UI` in the `Makefile`. SDLPAL should also be able to compile and run under other Unix-like systems, however it's not tested.
macOS
-----
To compile, open *`Pal.xcodeproj`* with `Xcode`, and click Build. You need to have SDL framework installed at *`/Library/Frameworks`*.
iOS
---
To compile, please first install dependencies via CocoaPods following the above instruments, then open the project *`ios/SDLPal/SDLPal.xcworkplace`* with `Xcode`, and click Build.
```shell
$ cd iOS/SDLPAL
$ sudo gem install cocoapods # ONLY need do once on one machine
$ pod install # ONLY need do once in one repository
```
Android
-------
To build the game, open the `android` directory through ***Android Studio***, and click `Make Project`.
* NOTE: `android/app/src/main/java/org/libsdl/app` is a link to `3rd/SDL/android-project/app/src/main/java/org/libsdl/app`. Deal with it properly if your git system does not create link automatically.
* NOTE: For Windows users, please put the repo at the root of a disk partition. A long path may cause compilation to fail.
Nintendo 3DS
------------
To build the game, please go to the root of the source code tree and type:
```shell
cd 3ds
make
make cia
```
You need to have *DevkitPro ARM* and *SDL 1.2* for 3DS portlib installed. Creating a CIA package is not required to play the game, but in order to to that, a seperate *makerom* tool is required. The compiled executable should be generated with the filename *`sdlpal`* at the current directory.
Nintendo Wii
------------
To build the game, please go to the root of the source code tree and type:
```shell
cd wii
make
```
You need to have *DevkitPro PPC* and *SDL 1.2* for Wii portlib installed.
Other platforms
---------------
To be written.
Running the game
================
The data files required for running the game are not included with the source package due to copyright issues. You need to obtain them from a licensed copy of the game before you can run the game.
To run the game, copy all the files in the original game CD to a directory, then copy the built SDLPAL executable to the same directory, and run the executable.
Note that the filenames of data files should be all in lower-case under systems that use case-sensitive filesystems such as GNU/Linux or other Unix-like operat
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SDL 下载 原文https://gitee.com/sdlpal/sdlpal (803个子文件)
PAL_UWP.afdesign 50KB
PAL_UWP_WIDE.afdesign 39KB
app 77B
Package.appxmanifest 2KB
AUTHORS 2KB
AUTHORS 349B
AUTHORS 12B
gradlew.bat 2KB
banner.bin 538KB
icon.bin 14KB
overlay.c 542KB
fight.c 147KB
http.c 132KB
opusfile.c 128KB
window.c 128KB
opus_encoder.c 96KB
script.c 95KB
celt_encoder.c 86KB
huffman.c 74KB
vorbisfile.c 73KB
layer3.c 71KB
framing.c 68KB
NSQ_del_dec_neon_intr.c 65KB
text.c 63KB
global.c 55KB
uigame.c 54KB
bands.c 52KB
uibattle.c 50KB
battle.c 50KB
video_glsl.c 46KB
celt_decoder.c 43KB
vorbisenc.c 39KB
NSQ_del_dec.c 39KB
opus_multistream_encoder.c 39KB
palcfg.c 37KB
opus_analysis.c 36KB
psy.c 36KB
pitch_analysis_core_FIX.c 34KB
opus_decoder.c 31KB
video.c 31KB
floor1.c 31KB
enc_API.c 31KB
block.c 31KB
bitwise.c 31KB
pitch_analysis_core_FLP.c 29KB
mapping0.c 29KB
cwrs.c 28KB
input.c 27KB
sound.c 27KB
opus_info.c 26KB
res0.c 25KB
synth.c 25KB
resampler.c 24KB
palcommon.c 24KB
mlp_data.c 24KB
encode_frame_FIX.c 24KB
smallft.c 23KB
aviplay.c 23KB
glslp.c 23KB
NSQ.c 23KB
native_midi_alsa.c 23KB
encode_frame_FLP.c 22KB
playmidi.c 22KB
scene.c 22KB
rate.c 22KB
util.c 21KB
ui.c 21KB
noise_shape_analysis_FIX.c 21KB
control_codec.c 21KB
PLC.c 20KB
dec_API.c 20KB
info.c 19KB
quant_bands.c 19KB
timidity.c 18KB
sharedbook.c 17KB
kiss_fft.c 17KB
burg_modified_FIX.c 17KB
font.c 17KB
instrum.c 16KB
readmidi.c 16KB
mdct.c 16KB
mapping_matrix.c 15KB
noise_shape_analysis_FLP.c 15KB
play.c 15KB
opus_multistream_decoder.c 15KB
audio.c 15KB
resample.c 15KB
VAD.c 15KB
oggplay.c 15KB
opus_projection_encoder.c 15KB
pitch.c 14KB
tables_NLSF_CB_WB.c 14KB
modes.c 14KB
codebook.c 14KB
layer12.c 14KB
palette.c 14KB
music_mad.c 13KB
warped_autocorrelation_FIX_neon_intr.c 13KB
vq.c 13KB
itemmenu.c 13KB
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