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Add optional SDL3 support while keeping SDL2 as the default. SDL3 builds must be selected explicitly with the SYSTEM3_SDL_VERSION CMake option. Centralize most SDL2/SDL3 API differences behind compatibility interfaces. Audio playback uses a dedicated SDL3 backend based on SDL3 audio streams, implemented separately in mako_sdl3.cpp. Android and Nintendo Switch remain on SDL2 for now.
208 lines
6.5 KiB
Markdown
208 lines
6.5 KiB
Markdown
# System3 for SDL2/SDL3
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This is an SDL port of
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[System3 for Win32](http://takeda-toshiya.my.coocan.jp/alice/) by Takeda
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Toshiya. It supports multiple platforms, including Android and Emscripten.
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## Compatibility
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See the [game compatibility table](game_compatibility.md) for a list of games
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that can be played with system3-sdl2.
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## Installing
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For Windows and Android, you can download pre-built binaries from the
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[Releases](https://github.com/kichikuou/system3-sdl2/releases) page.
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For other platforms, you need to build the program from source. See the
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[Building](#building) section for instructions.
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Note for Windows:
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- The 64-bit version supports Windows 10 or later. For older versions of
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Windows, please use the 32-bit version.
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## Running
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- Windows: Copy `system3.exe` to the game folder and double-click it.
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- Android: Install the APK file and follow the on-screen instructions.
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- Other platforms: Run `system3` from within the game directory.
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### Options
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`system3` supports the following command line options:
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#### `-noantialias`
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Disables text anti-aliasing.
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#### `-fontfile` _filename_
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Specifies the font file used for rendering text. Both `.ttf` and `.otf` files
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are supported.
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#### `-playlist` _filename_
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_filename_ is a text file that lists the audio files to play in lieu of CD
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audio tracks, one per line. MP3, OGG, and WAV files are supported. For example:
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```plaintext
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# This line is ignored
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BGM/track02.mp3
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BGM/track03.mp3
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...
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```
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The first line is not used because track 1 on a game CD is usually a data
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track.
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#### `-fm`
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By default, system3-sdl2 uses MIDI sound if available. This option forces FM
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tone generator emulation.
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#### `-fullscreen`
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Starts the game in fullscreen mode.
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#### `-mididevice` _number_
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Specifies the MIDI device number to use. If not specified, the first available
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device is used.
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#### `-texthook` _mode_
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Specifies the text hook mode. This option is used for capturing in-game text
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for translation or other purposes. The available modes are:
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- `none`: Disable text hooking.
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- `print`: Print the captured text to the console.
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- `copy`: Copy the captured text to the clipboard.
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#### `-texthook_suppress` _list_
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Suppress text hook on specified scenario pages. _list_ is a comma-separated list
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of page numbers.
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#### `-censor` _file_
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Enables **Streamer Mode**, which mosaics specific images to make them safe for
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streaming. The _file_ is a text file containing a list of image numbers
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to censor, one per line. Lines starting with '#' are treated as comments.
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#### `-trace`
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Enables trace mode, which prints debug information to the console.
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#### `-game` _game_id_
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As System1-3 have slight variations depending on the game, `system3` uses the
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fingerprint of the scenario file (ADISK.DAT) to identify the game being played.
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This option allows you to override this detection, which is useful when running
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patched games.
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See [`game_compatibility.md`](game_compatibility.md) for a list of game IDs
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and their corresponding titles.
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### Configuration File `system3.ini`
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Every option that can be set via command line flags can also be configured
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through the `system3.ini` file located in the game folder. Refer to
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[`system3.ini.example`](system3.ini.example) for the file format and available
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options. Options specified on the command line will override those in
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`system3.ini`.
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## Debugging
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system3-sdl2 has a built-in debugger that allows you to step through the game
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and examine or modify game variables. There are two ways to use the debugger:
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- Through [Visual Studio Code](https://code.visualstudio.com/) (recommended):
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The [vscode-system3x](https://github.com/kichikuou/vscode-system3x) extension
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provides a graphical debugging interface for System 1-3.
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- Using the CLI Debugger: Running system3 with the `-debugger cli` option will
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launch the debugger with a console interface. Type `help` to see a list of
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available commands.
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## Localizing a Game
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While the original System 1-3 only supported Shift_JIS (a Japanese character
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encoding), system3-sdl2 supports Unicode and can run games translated into
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languages other than Japanese and English.
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For instructions on how to build a game with Unicode support, see the
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[sys3c](https://github.com/kichikuou/sys3c) documentation.
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When running a modified (translated) game, system3 cannot automatically detect
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the game ID. You need to specify the `game` option in `system3.ini`.
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## Building from Source
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SDL2 is used by default. Pass CMake option `-DSYSTEM3_SDL_VERSION=3` to select SDL3.
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### Linux (Debian, Ubuntu)
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```bash
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$ git submodule update --init
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$ sudo apt install g++ cmake libsdl2-dev libsdl2-ttf-dev librtmidi-dev nlohmann-json3-dev
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$ mkdir -p out/debug
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$ cd out/debug
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$ cmake -DCMAKE_BUILD_TYPE=Debug -DSYSTEM3_SDL_VERSION=2 ../../
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$ make
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$ sudo make install
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```
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For SDL3, install `libsdl3-dev libsdl3-ttf-dev` and use `-DSYSTEM3_SDL_VERSION=3`.
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### MacOS
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```bash
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$ git submodule update --init
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$ brew install cmake pkg-config sdl2 sdl2_ttf rtmidi nlohmann-json
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$ mkdir -p out/debug
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$ cd out/debug
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$ cmake -DCMAKE_BUILD_TYPE=Debug -DSYSTEM3_SDL_VERSION=2 ../../
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$ make
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$ sudo make install
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```
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For SDL3, install `sdl3 sdl3_ttf` and use `-DSYSTEM3_SDL_VERSION=3`.
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### Windows (MSYS2)
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```bash
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$ git submodule update --init
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$ pacman -S make mingw-w64-ucrt-x86_64-gcc mingw-w64-ucrt-x86_64-cmake mingw-w64-ucrt-x86_64-SDL2 mingw-w64-ucrt-x86_64-SDL2_ttf mingw-w64-ucrt-x86_64-rtmidi mingw-w64-ucrt-x86_64-nlohmann-json
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$ mkdir -p out/debug
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$ cd out/debug
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$ cmake -G"MSYS Makefiles" -DCMAKE_BUILD_TYPE=Debug -DSYSTEM3_SDL_VERSION=2 ../../
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$ make
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```
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For SDL3, install `mingw-w64-ucrt-x86_64-sdl3 mingw-w64-ucrt-x86_64-sdl3-ttf`
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and use `-DSYSTEM3_SDL_VERSION=3`.
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### Windows (Microsoft Visual Studio)
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- Install Visual Studio 2026 with the **Desktop development with C++**
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workload.
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- On the Visual Studio start screen, select **Clone a repository** and clone
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this repository.
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- Wait until the Output window reports `CMake generation finished.`
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- Select **Build > Build All** to build the project.
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The executable and its runtime DLLs are generated under the build directory
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(`out/build/x64-Debug` for the default configuration):
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- `system3.exe`
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- `SDL2.dll`
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- `SDL2_ttf.dll`
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To run a game, copy these files to the game folder, then run `system3.exe`.
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### Emscripten
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```bash
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$ git submodule update --init
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$ mkdir -p out/wasm
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$ cd out/wasm
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$ emcmake cmake -DCMAKE_BUILD_TYPE=Release -DSYSTEM3_SDL_VERSION=2 ../../
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$ make
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```
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For SDL3, use `-DSYSTEM3_SDL_VERSION=3`.
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### Android
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See [android/README.md](android/README.md).
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### Nintendo Switch
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See [switch/README.md](switch/README.md).
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