Compiling Instructions

The methods for compiling FAangband vary by platform and by build system. If you get FAangband working on a different platform or build system please let us know so we can add to this file. Unless otherwise noted, all the commands listed are to be run from top-level directory of the FAangband source files.

Linux / other UNIX with CMake

The compilation process with CMake requires version 3.7 or later and the commands used here require 3.13 or later. For alternate ways of writing the CMake commands that follow, including ways to be compatible with versions prior to 3.13, see CMake Hints.

By default the compilation process uses the X11 front end unless one or more of the other graphical front ends are selected. The graphical front ends are: GCU, SDL, SDL2 and X11. All of the following generate a self-contained directory, build/game, that you can move elsewhere or rename. To run the result, change directories to build/game or whatever you renamed it to) and run ./faangband.

To build FAangband with the X11 front end:

cmake -B build
cmake --build build

If you want to build the X11 front end while building one of the other graphical front ends, the option to pass to CMake is -DSUPPORT_X11_FRONTEND=ON.

To build FAangband with the SDL front end:

cmake -DSUPPORT_SDL_FRONTEND=ON -B build
cmake --build build

To build FAangband with the SDL2 front end:

cmake -DSUPPORT_SDL2_FRONTEND=ON -B build
cmake --build build

To build FAangband with the GCU front end:

cmake -DSUPPORT_GCU_FRONTEND=ON -B build
cmake --build build

You can build support for more than one of the graphical front ends by setting all the desired SUPPORT_*_FRONTEND options when running CMake (the exception to this are the SDL and SDL2 which can not be built at the same time). If you want the executable to have support for sound, pass -DSUPPORT_SDL_SOUND=ON or -DSUPPORT_SDL2_SOUND=ON to CMake (as with the SDL and SDL2 front ends, you can’t build support for both SDL and SDL2 sound; it is also not possible to build the SDL front end with SDL2 sound or the SDL2 front end with SDL sound).

There are options to not build a self-contained installation and, instead, organize the files for a typical Linux or Unix layout. One such option installs the executable as setgid so the high score and save files can be stored in a centralized location for multiple users. To enable that option, pass -DSHARED_INSTALL=ON to CMake. To specify the group used for the setgid executable, pass -DINSTALL_GROUP_ID=xxx to CMake where you replace xxx with the name or number of the group to use. If you do not set the group, the games group will be used. Another option creates a read-only installation with any variable state, including the high score and save files, stored on a per-user basis in the user’s own directories. To enable that option, pass -DREADONLY_INSTALL=ON to CMake. With either SHARED_INSTALL or READONLY_INSTALL, you will need to run cmake --build build -t install after the other steps for compiling with CMake. As an example, this would build a shared installation with an executable that is setgid for the games group:

cmake -DSHARED_INSTALL=ON -DSUPPORT_GCU_FRONTEND=ON -B build
cmake --build build
sudo cmake --build build -t install

Turning on both SHARED_INSTALL and READONLY_INSTALL is not supported and will cause CMake to exit with an error. Turning either SHARED_INSTALL or READONLY_INSTALL when SUPPORT_WINDOWS_FRONTEND is on is also not supported and will cause CMake to exit with an error. To customize where the shared and read-only installations place files, pass -DCMAKE_INSTALL_PREFIX=prefix to install all the files within the given prefix (i.e. using -DCMAKE_INSTALL_PREFIX=/opt/FAangband-2.0 would place all the files within /opt/FAangband-2.0 or its subdirectories). For finer-grained placement of the files within the given prefix, you could also set CMAKE_INSTALL_BINDIR (for the subdirectory of prefix where the executable will be placed; by default that is bin), CMAKE_INSTALL_DATAROOTDIR (for the subdirectory of prefix to hold read-only data not configured for the site; by default that is share), CMAKE_INSTALL_SYSCONFDIR (for the subdrectory of prefix to hold data configured for the site; by default that is etc), and CMAKE_INSTALL_SHAREDSTATEDIR (for the subdirectory of prefix to hold writable persistent state; by default that is com). Because paths to the data are hardwired in the executable, setting the destination directory when performing the build (i.e. by setting DESTDIR) is not supported and will not work in general: set the destination when configuring the build by setting the variables mentioned above.

Debug build

To build the game for easier source-level debugging and with the address and undefined behavior sanitizers included, use this when configuring the build with CMake (of course, you can specify front ends and other options by putting them before -B build):

cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_INTERPROCEDURAL_OPTIMIZATION=OFF \
    -DCMAKE_C_FLAGS="-fsanitize=address -fsanitize=undefined -fno-omit-frame-pointer" \
    -B build

Test cases

To compile and run the unit tests and run the run-tests script while using CMake, do the following:

cmake -DSUPPORT_TEST_FRONTEND=ON -B build
cmake --build build -t alltests

If you only want the unit tests while using CMake, it is a little simpler:

cmake -B build
cmake --build build -t allunittests

To compile, as necessary, and run a single unit test, use the target, run-unittest-something where something, is the name of the test in src/tests with the leading src/tests and trailing .c dropped and any forward slashes converted to hyphens. So, if you have configured the build and only want to run the tests in src/tests/object/pile.c, you can do that with:

cmake --build build -t run-unittest-object-pile

There is some support for measuring how well the test cases cover the code. If you have perl and either gcc and gcov or clang and llvm-cov, then you can configure code coverage support by including -DSUPPORT_COVERAGE=ON in the options to CMake when configuring the build. That adds three targets for manipulating coverage results. The reportcoverage target generates per-file coverage reports (.gcov files in the directory where you are building) using the current accumulated coverage data and then writes a summary of those reports to standard output. The gen-coverage Perl script in the src directory is used to generate the summary. The resetcoverage target removes the accumulated coverage data (.gcda files) and any per-file coverage reports. The coverage target is equivalent to building the resetcoverage, alltests, and reportcoverage targets in that order. So if you wanted to determine how well the unit tests cover the code, this would configure the build and generate the necessary coverage reports:

cmake -DSUPPORT_COVERAGE=ON -B build
cmake --build build -t coverage

Statistics build

To get the statistic front end and support for the debugging commands related to statistics, include -DSUPPORT_STATS_FRONTEND=ON in the options to CMake when configuring the build. That requires the sqlite3 headers and libraries. On Debian and Ubuntu, the libsqlite3-dev package and its dependencies provides that. If you only want the debugging commands related to statistics, include -DSUPPORT_STATS_BACKEND=ON in the options to CMake when configuring the build and either do nothing for SUPPORT_STATS_FRONTEND or explicitly turn it off by also including -DSUPPORT_STATS_FRONTEND=OFF in the options.

Linux / other UNIX with autotools

Some sets of source code (e.g. downloads from Rephial.org) will contain a “configure” script in the root directory of the unpacked files, while other filesets (e.g. the “Source code (tar.gz)” links on the Releases pages or a cloned git repository) will not contain the “configure” script.

If the code you download does not contain the “configure” script, then you will first need to run the following command to create that script:

./autogen.sh

autogen.sh requires autoconf, autoheader, and aclocal to be installed. On Debian and Ubuntu, those are in the autoconf and automake packages.

To see a list of the useful options and variables that influence what configure does, run:

./configure --help

To build FAangband to be run in-place, run this:

./configure --with-no-install [other options as needed]
make

That’ll create an executable in the src directory. You can run it from the same directory where you ran make with:

src/faangband

To see what command line options are accepted, use:

src/faangband -?

Note that some of FAangband’s makefiles (src/Makefile and src/tests/Makefile are the primary offenders) may assume features present in GNU make. If the default make on your system is not GNU make, you’ll likely have to replace instances of make in the quoted commands with whatever will run GNU make. On OpenBSD, for instance, that is gmake (which can be installed by running pkg_add gmake).

On systems where there’s several C compilers, ./configure may choose the wrong one. One example of that is on OpenBSD 6.9 when building FAangband with SDL2: ./configure chooses gcc but the installed version of gcc can’t handle the SDL2 header files that are installed via pkg_add. To override ./configure’s default selection of the compiler, use:

./configure [the appropriate configure options] CC=the_good_compiler

Replace the_good_compiler in that command with the command for running the compiler that you want. For OpenBSD 6.9 when compiling with SDL2, you’d replace the_good_compiler with cc or clang.

To build FAangband to be installed in some other location, run this:

./configure --prefix /path/to [other options as needed]
make
make install

On some BSDs, you may need to copy install-sh into lib/ and various subdirectories of lib/ in order to install correctly.

Debug build

WARNING this build is intended primarily for debugging purposes. It might have a somewhat slower performance, higher memory requirements and panic saves don’t always work (in case of a crash there is a higher chance of losing progress).

When debugging crashes it can be very useful to get more information about what exactly went wrong. There are many tools that can detect common issues and provide useful information. Two such tools that are best used together are AddressSanitizer (ASan) and UndefinedBehaviorSanitizer (UBSan). To use them you’ll need to enable them when compiling faangband:

./configure [options]
SANITIZE_FLAGS="-fsanitize=undefined -fsanitize=address" make

Note that compiling with these tools will require installing additional dependencies: libubsan libasan (names of the packages might be different in your distribution).

Test cases

To compile and run the unit tests if you used ./configure –with-no-install, do this:

make tests

If you want to rerun just one part, say monster/attack, of the unit tests, that’s most easily done by directly running from the top-level directory:

src/tests/monster/attack.exe

Older versions put the test executables in src/tests/bin. With those versions, the line above would be:

src/tests/bin/monster/attack

There’s a separate set of tests that use scripts to control a character in the full game. To run those tests, you’ll need to enable the test module when running configure and then run the run-tests script in the top-level directory:

./configure --with-no-install --enable-test
make
./run-tests

There is some support for measuring how well the test cases cover the code. If you have gcc, gcov, and perl, you can run this in src directory after running configure:

make coverage

That cleans the directories (removing object files, intermediates generated for code coverage, and coverage reports), rebuilds the game with code coverage profiling enabled, runs the unit tests, generates coverage reports for individual source files (.gcov files in the src directory), and then writes a summary of those reports to standard output. The gen-coverage Perl script in the src directory is used to generate the summary.

Statistics build

To get the statistics front end and support for the debugging commands related to statistics (see the descriptions for S, D, and P in Dungeon), include --enable-stats in the options to configure. For that to work, you’ll need to have sqlite3’s headers and libraries installed (on Debian and Ubuntu, the libsqlite3-dev package and its dependencies provides those).

Windows native build

Using MSYS2 (with MinGW64) and CMake

Install the dependencies by:

pacman -S make mingw-w64-x86_64-gcc mingw-w64-x86_64-cmake mingw-w64-x86_64-ninja

Additional dependency for the native Windows client is:

pacman -S mingw-w64-x86_64-libpng

The additional dependency for ncurses is:

pacman -S mingw-w64-x86_64-ncurses

Additional dependencies for the SDL2 client are:

pacman -S mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_image \
    mingw-w64-x86_64-SDL2_ttf mingw-w64-x86_64-SDL2_mixer

Then run the following to compile for native Windows:

cmake -G Ninja -DSUPPORT_WINDOWS_FRONTEND=ON \
    -DSUPPORT_STATIC_LINKING=ON \
    -B build
cmake --build build

For ncurses, do:

cmake -G Ninja -DSUPPORT_GCU_FRONTEND=ON \
    -DSUPPORT_STATIC_LINKING=ON \
    -B build
cmake --build build

For SDL2, do:

cmake -G Ninja -DSUPPORT_SDL2_FRONTEND=ON \
    -DSUPPORT_SDL2_SOUND=ON \
    -DSUPPORT_STATIC_LINKING=ON \
    -B build
cmake --build build

Once built, go to build/game/ subdirectory and start faangband by:

cd build/game
./faangband.exe

Using MinGW

This build uses autotools, so it is very similar to builds on Linux or Unix with autotools. Open the MinGW shell (MSYS) by running msys.bat.

If your source files are from rephial.org, from a “Source code” link on the github releases page, or from cloning the git repository, you’ll first need to run this to create the configure script:

./autogen.sh

That is not necessary for source files that are from the github releases page but not from a “Source code” link on that page.

Then run these commands:

./configure --enable-win
make install

The last step only works with relative recent versions. For older ones, use “make” rather than “make install” and copy src/faangband.exe, src/win/dll/libpng12.dll, and src/win/dll/zlib1.dll to the top-level directory.

Using Cygwin with MinGW and CMake

Use this option if you want to build a native Windows executable that can run with or without Cygwin.

Use the Cygwin setup.exe to install cmake, ninja, and mingw64-i686-gcc-core. Build with:

cmake -G Ninja \
    -DCMAKE_C_COMPILER=/usr/bin/i686-w64-mingw32-gcc \
    -DCMAKE_RC_COMPILER=/usr/bin/i686-w64-mingw32-windres \
    -DSUPPORT_WINDOWS_FRONTEND=ON \
    -DSUPPORT_BUNDLED_PNG=ON \
    -B build
cmake --build build

Run with:

cd build/game
./faangband.exe

If you want to build the Unix version of FAangband that uses X11 or Curses and run it under Cygwin, then follow the Linux/Unix instructions.

Using Cygwin with MinGW and autotools

Use this option if you want to build a native Windows executable that can run with or without Cygwin.

Use the Cygwin setup.exe to install autoconf, automake, make, and mingw64-i686-gcc-core. Build with:

./autogen.sh
./configure --enable-win --host=i686-w64-mingw32
make install

And run:

./faangband.exe

If you want to build the Unix version of FAangband that uses X11 or Curses and run it under Cygwin, then follow the Linux/Unix instructions.

Using eclipse (Indigo) on Windows (with MinGW)

  • For eclipse with EGit, select File | Import…, Git | Projects from Git, Next >

  • Clone your/the upstream repo, or Add your existing cloned repo, Next >

  • Select “Use the New Projects Wizard”, Finish

  • In the New Project Wizard, select C/C++ | Makefile Project with Existing Code, Next >

  • Give the project a name (FAangband), * navigate to the repo you cloned in “Existing Code Location”, * Select “C”, but not “C++” * Choose “MinGW GCC” Toolchain, Finish

  • Once the project is set up, r-click | Properties

  • Go to C/C++ Build | Toolchain Editor, select “Gnu Make Builder” instead of “CDT Internal Builder”

  • go to C/C++ Build, uncheck “Generate Makefiles automatically”

You still need to run ./autogen.sh, if your source files are from a “Source code” link on the github releases page or from cloning the git repository, and ./configure manually, outside eclipse (see above)

Using Visual Studio

Blue Baron has detailed instructions for setting this up at:

src/win/angband_visual_studio_step_by_step.txt

Debug build

To compile with the address and undefined behavior sanitizer on Windows, similar to what’s done for the debugging build on Linux, you need MSYS2 CLANG64 since other shells and compilers do not properly support those sanitizers at the time this was written.

Run:

C:/msys64/clang64.exe

Install dependencies and build with:

pacman -S \
    mingw-w64-clang-x86_64-clang \
    mingw-w64-clang-x86_64-compiler-rt \
    mingw-w64-clang-x86_64-cmake \
    mingw-w64-clang-x86_64-ninja \
    mingw-w64-clang-x86_64-libpng \
    winpty
cmake -G Ninja \
    -DCMAKE_C_FLAGS="-fsanitize=address -fsanitize=undefined" \
    -B build
cmake --build build

Run the tests or the game from winpty because Windows won’t printf to an MSYS2 terminal:

winpty cmake --build build -t alltests
cd build/game
winpty ./faangband.exe

We also still need the path from the MSYS2 shell so that it can find the required DLLs (libclang_rt.asan_dynamic-x86_64.dll and libc++.dll), although we can also copy those.

Statistics build

The Windows front end bypasses main.c and can not use the statistics front end. It is possible to enable the debugging commands related to statistics (see the descriptions for S, D, and P in Dungeon). With CMake, you can do that by including -DSUPPORT_STATS_BACKEND=ON in the options when configuring the build. With other build tools, set the compiler flags so tha the USE_STATS preprocessor macro is set. With configure, that can be done by including CFLAGS=-DUSE_STATS in the options to configure.

Cross-building for Windows with MinGW and CMake

Many developers (as well as the auto-builder) build FAangband for Windows using MinGW on Linux. This requires that the necessary MinGW packages are all installed. CMake’s documentation for cross-compiling is available here. toolchains/linux-i686-mingw32-cross.cmake is an example of a toolchain file set up to build for Windows using MinGW as it is installed on recent versions of Debian and Ubuntu (tool names prefixed with i686-w64-mingw32- and relevant files placed within /usr/i686-w64-mingw32). If your installation is not compatible with that, create a copy of that toolchain file, edit the names or paths in it to match what your installation expects, and use that copy instead of toolchains/linux-i686-mingw32-cross.cmake in the example below.

To perform the build:

cmake \
    -DCMAKE_TOOLCHAIN_FILE=toolchains/linux-i686-mingw32-cross.cmake \
    -DSUPPORT_BUNDLED_PNG=ON \
    -B build
cmake --build build

That will leave an faangband.exe and the needed .dll files in the sub directory build/game/. That executable can be run with wine:

cd build/game
wine faangband.exe

To include support for the debugging statistics commands, include -DSUPPORT_STATS_BACKEND=ON in the options to CMake when configuring the build.

If wine is installed and mentioned as the CMAKE_CROSSCOMPILING_EMULATOR in the toolchain file, the unit test cases can be run from CMake with cmake --build build -t allunitests or for a particular unit test, something like cmake --build build -t run-unittest-player-birth.

Cross-building for Windows with MinGW and autotools

This type of build is very similar to a native build on Linux or Unix using autotools. The key difference is setting up to cross-compile and the use of --enable-win when running configure.

If your source files are from rephial.org, from a “Source code” link on the github releases page, or from cloning the git repository, you’ll first need to run this to create the configure script:

./autogen.sh

That is not necessary for source files that are from the github releases page but not from a “Source code” link on that page.

Then configure the cross-compilation and perform the compilation itself:

./configure --enable-win --build=i686-pc-linux-gnu --host=i686-w64-mingw32
make install

You may need to change the –build and –host options there to match your system. MinGW installs commands like i686-w64-mingw32-gcc. The value of –host should be that same command with the -gcc removed. Instead of i686 you may see i686, amd64, etc. The value of –build should be the host you are building on (see http://www.gnu.org/savannah-checkouts/gnu/autoconf/manual/autoconf-2.68/html_node/Specifying-Target-Triplets.html#Specifying%20Names for gory details of how these triplets are arrived at). The make install step only works with relatively recent versions. For older ones, use this instead of the last step:

make
cp src/faangband.exe .
cp src/win/dll/*.dll .

To run the result, you can use wine like this:

wine faangband.exe

Since the Windows front end bypasses main.c, it is not possible to use the statistics front end. To compile in support for the debugging statistics commands, set configure to include -DUSE_STATS in CFLAGS:

./configure --enable-win --build=i686-pc-linux-gnu --host=i686-w64-mingw32 \
    CFLAGS=-DUSE_STATS
make install

The test cases can be built, with make tests, but when that target tries to run the test cases, that will fail as src/tests/run-tests is not set up to run the individual test cases in an emulator like wine. You can run those test cases manually. For instance, this:

wine src/tests/game/mage.exe

would run the tests from src/tests/game/mage.c or this:

for t in src/tests/*/*.exe ; do
    wine $t
done

would run all of the unit tests.

TODO: except for recent versions (after FAangband 2.0.1) you likely need to manually disable curses (add –disable-curses to the options passed to configure), or the host curses installation will be found causing the build process to fail when linking faangband.exe (the error message will likely be “cannot find -lncursesw” and “cannot find -ltinfo”). Most of the –with or –enable options for configure are not appropriate when using –enable-win. The ones that are okay are –with-private-dirs (on by default), –with-gamedata-in-lib (has no effect), and –enable-release.

macOS

To build the new Cocoa front-end:

cd src
make -f Makefile.osx

That’ll create a self-contained Mac application, FAangband.app, in the directory above src. You may use that application where it is or move it to wherever is convenient for you.

By default, the current Makefile.osx builds an application that’ll run natively on x86_64 or arm64 machines. If only one of those architectures is of interest to you or the version of Xcode you have doesn’t support building both (a typical error message in that case is something like /Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include/sys/cdefs.h:784:2: error: Unsupported architecture), you can change the architectures built by setting ARCHS on the command line of make. To only build for x86_64, for instance, you would use:

cd src
make -f Makefile.osx clean
make -f Makefile.osx ARCHS=x86_64

(the clean step is to ensure that nothing from a previous build would cause trouble; you’ll typically need to do that if you’ve built it before and then want to change the set of architectures to use). To build for multiple architectures, use a list of architectures separated by whitespace, which you’ll have to quote. This is the equivalent to what Makefile.osx does by default:

make -f Makefile.osx ARCHS="x86_64 arm64"

Debug build

This will generate a debugging build like that described in the Linux section:

cd src
make -f Makefile.osx clean
make -f Makefile.osx OPT="-g -O1 -fno-omit-frame-pointer -fsanitize=undefined -fsanitize=address" DEBUGGED_ENTITLEMENT=yes

The clean step is there to clean out object files that were compiled with the default options. The “-g” adds debugging symbols. “-O1 -fno-omit-frame-pointer” dials back the optimization to get call stack traces that are easier to interpret. For even clearer call stack traces, you could add “-fno-optimize-sibling-calls” to the options or omit optimization entirely by replacing “-O1 -fno-omit-frame-pointer” with “-O0”. “-fsanitize=address -fsanitize=undefined” enables the AddressSanitizer and UndefinedBehaviorSanitizer tools. “DEBUGGED_ENTITLEMENT=yes” only has an effect with versions of Makefile.osx newer than May 2026 and allows XCode’s tools to attach to the executable for debugging and tracing (it is not, however, currently needed to use the executable with lldb). If you are using an older version of Makefile.osx and are having trouble with XCode’s tools failing to attach to the executable, see https://github.com/cmyr/cargo-instruments/issues/40#issuecomment-894287229 for how to sign the executable so it has the get-task-allow entitlement. Because that entitlement allows for code injection, take care about choosing to distribute an executable with that entitlement.

To run the generated executable under Xcode’s command-line debugger, lldb, do this if you are already in the src directory from the compilation step:

cd ../FAangband.app/Contents/MacOS
lldb ./faangband

Test cases

To compile and run the unit tests, do this:

cd src
make -f Makefile.osx tests

If you want to rerun just one part, say monster/attack, of the unit tests, that’s most easily done from the top directory of the source distribution:

src/tests/monster/attack.exe

Somewhat older versions configure the test cases so they should be run from src/tests. For those you would either use:

cd src/tests
monster/attack.exe

or, for the even older versions that put the test executables in src/tests/bin, use:

cd src/tests
bin/monster/attack

Statistics build

The Mac front end bypasses main.c and can not use the statistics front end. It is possible to enable the debugging commands related to statistics (see the descriptions for S, D, and P in Dungeon). To do so, include -DUSE_STATS in the setting for OPT passed to make. The equivalent of the standard build with those debugging commands enabled would be:

cd src
make -f Makefile.osx OPT="-DUSE_STATS -O2"

If you had already built everything without statistics enabled, you would need to run either “rm wiz-stats.o” or “make -f Makefile.osx clean” immediately after running “cd src”.

Nintendo DS / Nintendo 3DS

Builds for the Nintendo DS are made using devkitARM and libnds (or libctru for the Nintendo 3DS respectively). All required dependencies can be installed by selecting the appropriate package group while following the installation instructions for devkitPro ( https://devkitpro.org/wiki/Getting_Started ).

The executable can then be built using:

cd src
make -f Makefile.nds

This will generate faangband.nds in the current directory. For the Nintendo 3DS, replace the Makefile.nds part of the command with Makefile.3ds, and faangband.3dsx will be generated instead.

Debugging

Homebrew can be debugged using a gdbstub-enabled emulator, such as a Windows Dev+ build of DeSmuMe (if you really dare to, note that it is very slow compared to real hardware) for the Nintendo DS or Citra for the Nintendo 3DS. A Nintendo 3DS that has been modified with custom firmware (such as Luma3DS) may also have the ability to debug homebrew on-device.

It is recommended to set/export NDS_DEBUG=1 and to do a clean build when debugging, as this disables some optimization and enables more debugging information.

Once the GDB server has been set up (and the host and port noted), the GDB client can be loaded with the executable information:

/path/to/devkitARM/bin/arm-none-eabi-gdb faangband.elf

The faangband.elf file is a byproduct from the build process, and it has to match the executable that is currently running in the emulator or on the device. It is always named faangband.elf for the Nintendo 3DS, and it’s always either faangband.arm7.elf or faangband.arm9.elf for the Nintendo DS, depending on which processor should be debugged (as the main game runs on the ARM9 core exclusively, this will almost always be the core that should be debugged).

Once the GDB command prompt is available, the following command can be used to connect to the target device:

target remote <host>:<port>

Afterwards, the debugging target will pause automatically and it can be debugged as usual using GDB.

Cross-building for DOS with DJGPP

These instructions were written using a Slackware64-15.0 host.

Install the following cross-compiler, https://github.com/andrewwutw/build-djgpp , by running:

git clone https://github.com/andrewwutw/build-djgpp.git
cd build-djgpp
DJGPP_PREFIX=$HOME/local/cross-djgpp ./build-djgpp.sh 10.3.0

Then build FAangband using the cross-compiler:

cd FAangband/src
PATH=$PATH:$HOME/local/cross-djgpp/bin
make -f Makefile.ibm

Optionally build the documentation (requires Sphinx):

make -f Makefile.ibm docs

To create the faangband.zip distribution, run:

make -f Makefile.ibm dist

User Documentation

To convert the user manual from restructured text to the desired output format, you’ll need Sphinx ( https://www.sphinx-doc.org/en/master/ ) and, unless you change the theme in the documentation configuration, the sphinx-better-theme ( https://pypi.org/project/sphinx-better-theme/ ); which can be installed via pip ( https://packaging.python.org/en/latest/tutorials/installing-packages/ ) using:

python3 -m pip install sphinx-better-theme

With CMake

To build the documentation with CMake, ensure the prerequisites, described above, are installed and include -DBUILD_DOC=ON in the options to CMake when configuring the build. If you want to override the default theme, specify the theme’s name in the DOC_HTML_THEME variable. For instance, running this at the top level of the distribution:

cmake -DBUILD_DOC=ON -DDOC_HTML_THEME=alabaster -B build
cmake --build build -t OurManual

would configure the build to include the documentation, using Sphinx’s builtin alabaster theme, and then build the documentation. The generated user manual will be in the subdirectory, manual-output/html, in the build directory. So with the example commmands above, the user manual is in build/manual-output/html.

With autotools

To build the documentation with autotools, ensure the prerequisites, described above, are installed and include --with-sphinx in the options to configure. If you want to override the default theme, specify the theme’s name in the DOC_HTML_THEME variable. For instance, running this at the top level of the distribution:

./configure --with-no-install --with-sphinx DOC_HTML_THEME=alabaster
make manual

would configure the build to include the documentation, using Sphinx’s builtin alabaster theme, and then build the documentation. The generated user manual will be in docs/_build/html.

Without CMake and autotools

To build the user manual without configure or CMake, make sure sphinx-build is in your path, change directories to the docs subdirectory of the top-level directory in the source files, and then run:

make html

That will generate a _build/html directory with the result of the conversion; _build/html/index.html is the top-level help with links to everything else.

Other output formats besides HTML are possible. Run:

make

without any arguments in the docs subdirectory to see the formats that Sphinx can generate.

Developer Documentation

To extract documentation from comments in the source code, you will need doxygen, https://www.doxygen.nl . Then you can run this in the top level directory of the distribution:

doxygen src/doc/doxygen.conf

to assemble the documentation and place it in src/doc/_doxygen .