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Get started
===========
To compile with default settings just do the usual:
./configure
make
sudo make install

You may now start the application by specifying a game folder:
vile --game DIR

You can also run ViLE directly from the target directory, both methods will 
invoke the built-in autodetection scheme which will stage a game for you 
depending on which resources it finds in the given folder.



GNU/Linux/FreeBSD
=================
Compiling for linux and *bsd should generally be a blaze. Install required
libraries (Available in most package managers) and build with the default
options:

./configure
make
sudo make install



Windows
=======
ViLE was not designed for development under windows, and we have no knowledge
whatsoever on windows specific tools such as visual studio. You still got 
some options though. To compile natively you can follow these instructions:

http://vilevn.org/?q=content/building-latest-vilevn-natively-under-windows

Alternatively you can use a linux environment to crosscompile for windows.
Most linux distros has a crosscompiler ready in their package managers these
days, under ubuntu you can get everything you need from the mingw32 package
and crosscompile ViLE like this:

./configure --host=i586-mingw32msvc
make



DevKit Pro PPC (Nintendo Wii)
=============================
To compile ViLE for the Wii you will have to install the devkitPPC toolchain
with portlibs and SDL core libraries. The default build disables the ffmpeg
and fluidsynth libraries, and there is currently no other way to decode
audio and video, so you will be left without either.

cp ports/wii/Makefile.wii Makefile
make



DevKit Pro ARM (Nintendo DS)
============================
The DS platform is not a viable target at the moment. ViLE currently caches
all graphics internally as 32-bit at the game resolution, so the DS has a
hard time caching a single screen with its limited RAM resources.

Porting to the ds is halted until the core can support it.



Reading source code
===================
The ViLE source code uses four spaces as tabulator width. We recommend using 
the following settings in your ~/.vimrc for optimal compliancy:

set visualbell
set cinwords=if,else,while,do,for,switch,case
set cindent
set shiftwidth=4
set tabstop=4
set showmatch
set bg=dark
set showcmd
syntax enable
colorscheme elflord



Customizing a build
===================
To get a full list of compiler switches:
./configure --help

Typically you want to compile without specifying any switches, but if you
have problems you might want to reduce the number of dependencies and get
the base version with image and text rendering going before go proceed:

./configure --disable-audio --disable-video


If you are compiling for underpowered devices you can minimize the memory 
footprint by disabling support for sub-engines you dont need. As an example 
you could compile a minimal image for mayclub by disabling video etc:

./configure --disable-video --disable-crowd --disable-ikura --disable-logging


Cross-compiling is achieved by setting the target host. Ubuntu users who wants 
to cross-compile for windows can apt-get the mingw32 package to obtain the 
tool chain and configure the sources like this:

./configure --host=i586-mingw32msvc



Development version
===================
The ViLE source code is actively maintained in our public git repository,
hosted at sourceforge. If you want the absolute bleeding edge you can get
a read-only copy by typing:

git clone git://vilevn.git.sourceforge.net/gitroot/vilevn/vilevn

It is also possible to browse the git repository at:

http://vilevn.git.sourceforge.net/git/gitweb-index.cgi


Developer options
=================
Developers and particularly people seeking to port ViLE might want to enable 
some special-interest features, unittesting, resource tracing and various 
logging options can be enabled trough the configure script (Hint: If you want 
to run valgrind or simular tracers you might want to disable audio and video 
from your build).

Linux users can also enable electric fence which is very usefull for debugging 
with gdb, and there is also a partially supported debug panel which can be 
compiled in by enabling wxwidgets support.

./configure --disable-audio --disable-video --enable-btrace --enable-logdebug