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@@ -3,22 +3,22 @@
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This is a multi-platform port of `xsystem35`, a free implementation of
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AliceSoft's System 3.x game engine.
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## Compatiblity
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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 on xsystem35-sdl2.
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that can be played with xsystem35-sdl2.
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## Unique Features
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In addition to the original System 3.x's functionalities, xsystem35-sdl2 has
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the following features.
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In addition to the original System 3.x functionalities, xsystem35-sdl2 offers
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the following features:
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### Playing audio files as fake CD music
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### Playing Audio Files as Virtual CD Music
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Many System 3.x games had music as audio tracks on the CD-ROM. Xsystem35 can
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play music from audio files instead, to avoid the hassle of inserting CDs. To
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use ripped audio files, create a file named `playlist.txt` in the game
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directory, and enter the paths to your tracks, one per line. For example:
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Many System 3.x games feature music as audio tracks on the CD-ROM. xsystem35
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can play music from audio files, eliminating the need to insert CDs. To use
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ripped audio files, create a file named `playlist.txt` in the game directory
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and list the paths to your tracks, one per line. For example:
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```
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# The first line is not used
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@@ -27,98 +27,109 @@ BGM/track03.mp3
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...
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```
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The first line is not used, because track 1 of game CD is usually a data track.
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The first line is not used because the first track on a game CD is typically a
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data track.
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Some games have the music integrated as MIDI, if this is the case the music
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won't play using the fake CD. If you get `Cannot load MIDI` error message, SDL
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might need to use the `SDL_SOUNDFONTS` environment variable, set
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`SDL_SOUNDFONTS` to point to a sf2 file. For example:
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Some games have integrated music as MIDI. In such cases, the music won't play
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using the virtual CD feature. If you encounter a `Cannot load MIDI` error
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message, you might need to set the `SDL_SOUNDFONTS` environment variable to
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point to an `.sf2` file. For example:
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```
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SDL_SOUNDFONTS=/usr/share/soundfonts/GeneralUser.sf2 xsystem35
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```
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### Unicode translation support
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### Unicode Translation Support
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The original System 3.x only supported Shift_JIS (a Japanese character
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encoding), but xsystem35 supports Unicode and is able to run games translated
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into languages other than Japanese and English.
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While the original System 3.x only supported Shift_JIS (a Japanese character
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encoding), xsystem35 supports Unicode and can run games translated into
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languages other than Japanese and English.
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See [xsys35c](https://github.com/kichikuou/xsys35c)'s document for how to
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build a game with Unicode mode.
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For instructions on how to build a game with Unicode support, see the
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[xsys35c](https://github.com/kichikuou/xsys35c) documentation.
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### Debugging
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Xsystem35 has a built-in debugger that allows you to step through the game and
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examine / modify variables in the game. There are two ways to use the debugger:
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xsystem35 features 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 graphical debugging interface for System 3.x.
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- Using CUI debugger: Running xsystem35 with `-debug` option will start the
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debugger with console interface. Type `help` to see a list of available
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commands.
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provides a graphical debugging interface for System 3.x.
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- Using the CLI Debugger: Running xsystem35 with the `-debug` 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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## Installing
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## Installation
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Prebuilt packages for Windows and Android can be downloaded from the
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[Releases](https://github.com/kichikuou/xsystem35-sdl2/releases) page. For
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other platforms, see the [Building](#building) section.
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other platforms, refer to the [Building](#building) section.
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## Running
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### Windows
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Execute `xsytem35`, and it will show a dialog to select a folder. Select the
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game folder (where the ALD files are located).
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Execute `xsystem35`, and a dialog will appear for you to select a folder.
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Choose the game folder (where the ALD files are located).
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### Android
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See [android/README.md](https://github.com/kichikuou/xsystem35-sdl2/blob/master/android/README.md#use).
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See [android/README.md](android/README.md#use).
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### Other Platforms
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Run xsystem35 from within the game directory.
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cd /path/to/game_directory
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xsystem35
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```bash
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$ cd /path/to/game_directory
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$ xsystem35
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```
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## Building
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### Linux (Debian / Ubuntu)
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$ sudo apt install build-essential cmake libgtk-3-dev libsdl2-dev libsdl2-ttf-dev libsdl2-mixer-dev libwebp-dev libcjson-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 ../../
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$ make && make install
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```bash
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$ sudo apt install build-essential cmake libgtk-3-dev libsdl2-dev libsdl2-ttf-dev libsdl2-mixer-dev libwebp-dev libcjson-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 ../../
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$ make && make install
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```
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### MacOS
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[Homebrew](https://brew.sh/index_ja) is needed.
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[Homebrew](https://brew.sh/) is required.
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$ brew install cmake pkg-config sdl2 sdl2_mixer sdl2_ttf webp cjson
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$ mkdir -p out/debug
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$ cd out/debug
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$ cmake -DCMAKE_BUILD_TYPE=Debug ../../
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$ make && make install
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```bash
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$ brew install cmake pkg-config sdl2 sdl2_mixer sdl2_ttf webp cjson
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$ mkdir -p out/debug
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$ cd out/debug
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$ cmake -DCMAKE_BUILD_TYPE=Debug ../../
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$ make && make install
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```
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### Windows
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[MSYS2](https://www.msys2.org) is needed.
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[MSYS2](https://www.msys2.org) is required.
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$ pacman -S cmake mingw-w64-x86_64-cmake mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_ttf mingw-w64-x86_64-SDL2_mixer mingw-w64-x86_64-libwebp mingw-w64-x86_64-cjson
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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 ../../
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$ make
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```bash
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$ pacman -S cmake mingw-w64-x86_64-cmake mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_ttf mingw-w64-x86_64-SDL2_mixer mingw-w64-x86_64-libwebp mingw-w64-x86_64-cjson
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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 ../../
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$ make
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```
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### Emscripten
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$ mkdir -p out/wasm
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$ cd out/wasm
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$ emcmake cmake -DCMAKE_BUILD_TYPE=MinSizeRel ../../
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$ make
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```bash
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$ mkdir -p out/wasm
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$ cd out/wasm
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$ emcmake cmake -DCMAKE_BUILD_TYPE=MinSizeRel ../../
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$ make
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```
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To use the generated binary, checkout
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To use the generated binary, check out
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[Kichikuou on Web](https://github.com/kichikuou/web) and copy `out/xsystem35.*`
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into its `docs` directory.
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+31
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# xsystem35 for Android
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## Download
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Prebuilt APKs are [here](https://github.com/kichikuou/xsystem35-sdl2/releases).
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You can download prebuilt APKs
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[here](https://github.com/kichikuou/xsystem35-sdl2/releases).
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## Build
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Prerequisites:
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### Using Android Studio
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Open this directory as an Android Studio project.
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### Command line build
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Configure environment variables and run the `gradlew` script in this folder.
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### Command Line Build
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Set environment variables and run the `gradlew` script in this directory.
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Example build instructions (for Debian bookworm):
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```sh
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wget https://dl.google.com/android/repository/commandlinetools-linux-10406996_latest.zip
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unzip commandlinetools-linux-10406996_latest.zip -d $ANDROID_SDK_ROOT/cmdline-tools
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mv $ANDROID_SDK_ROOT/cmdline-tools/cmdline-tools $ANDROID_SDK_ROOT/cmdline-tools/tools
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yes |$ANDROID_SDK_ROOT/cmdline-tools/tools/bin/sdkmanager --licenses
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yes | $ANDROID_SDK_ROOT/cmdline-tools/tools/bin/sdkmanager --licenses
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$ANDROID_SDK_ROOT/cmdline-tools/tools/bin/sdkmanager ndk-bundle 'cmake;3.22.1'
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export ANDROID_NDK_HOME=$ANDROID_SDK_ROOT/ndk-bundle
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# Check out and build xsystem35
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# Clone and build xsystem35
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git clone https://github.com/kichikuou/xsystem35-sdl2.git
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cd xsystem35-sdl2/android
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./gradlew build # or ./gradlew installDebug if you have a connected device
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```
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## Use
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## Usage
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### Basic Usage
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1. Create a ZIP file containing all the game files and BGM files (see [below](#preparing-a-zip) for details), and transfer it to your device.
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2. Open the app. A list of installed games is displayed. Since nothing has been installed yet, only the "Install from ZIP" button is displayed. Tap it.
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3. Select the ZIP file you created in 1.
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4. The game starts. To simulate right-click, tap the black bars on the left/right or top/bottom of the screen.
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1. Create a ZIP file containing all the game files and BGM files (see
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[below](#preparing-a-zip) for details), and transfer it to your device.
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2. Open the app. A list of installed games will be displayed. Since no games
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have been installed yet, only the "Install from ZIP" button will be visible.
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Tap it.
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3. Select the ZIP file you created in step 1.
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4. The game will start. To simulate a right-click, tap the black bars on either
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the left or right, or top or bottom of the screen.
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### Preparing a ZIP
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- Include all files in the `GAMEDATA` folder (`.ALD` files and others). `.EXE` and `.DLL` are not really needed, but you can include them as well.
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- Music files (`.mp3`, `.ogg` or `.wav`) whose file names end with a number are recognized as BGM files. For example:
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- Include all files from the `GAMEDATA` folder (such as `.ALD` files and
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others). `.EXE` and `.DLL` files are not necessary, but you can include them
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if you want.
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- Music files (`.mp3`, `.ogg`, or `.wav`) whose filenames end with a number
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will be recognized as BGM files. For example:
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- `Track2.mp3`
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- `15.ogg`
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- `rance4_03.wav` (This shouldn't be `rance403.wav`, because it would be treated as the 403rd track)
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- `rance4_03.wav` (Note: The filename shouldn't be `rance403.wav`, as it
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would be treated as the 403rd track.)
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Note: This form of ZIP can be used in [Kichikuou on Web](http://kichikuou.github.io/web/) as well.
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Note: This ZIP format is also compatible with
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[Kichikuou on Web](http://kichikuou.github.io/web/).
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### Miscellaneous
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- You can export / import saved files using the option menu of the game list.
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- To uninstall a game, long-tap the title in the game list.
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- You can export or import save files via the game list's option menu.
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- To uninstall a game, long-tap its title in the game list.
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## Known Issues
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- Android versions older than 7.0 cannot handle ZIPs containing Shift-JIS file names. This is the case with some ZIPs distributed on [retroc.net](http://retropc.net/alice/). If you get the error "This type of ZIP is not supported.", unzip the ZIP file on your PC and re-archive it with a modern ZIP creation software.
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- Android versions older than 7.0 cannot handle ZIP files containing Shift-JIS
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filenames. This issue occurs with some ZIP files distributed on
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[retroc.net](http://retropc.net/alice/). If you encounter the error message
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"This type of ZIP is not supported," unzip the file on your PC and re-archive
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it using modern ZIP creation software.
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