Getting started
You need to clone this repository using Git. Do not download as a zip from Github because it will not be a git repository which is required for installing the submodules.
Building OAT requires Git to be installed on your machine and to be in your PATH. This project uses Premake to generate project files depending on your platform.
Note: The first time setting up will clone any submodules with git so the first initialization might take a bit.
Compiling on Windows
When building on Windows you will need to have Visual Studio 2022 installed. It is also possible to use other compilers, however due to memory layout of structs being important you might run into crashes or invalid data so no guarantees can be given.
Use generate.bat
to generate Visual Studio solution files. This will also clone any submodules with git so the first time running it might take a bit. When this is done you will have a build
folder with a OpenAssetTools.sln
solution file within that you can open with Visual Studio.
Please note that due to having source files and project files in separate folders you need to pay attention that when adding new files in Visual Studio they are being placed in the correct folder.
Now you can just build the solution. The resulting binaries can be found in build/bin/<Debug_x86|Release_x86>
.
Compiling on Linux
When building on Linux you need to have g++ installed. Since you are most likely on a 64bit machine you will also need multilib for compiling for 32bit.
Use generate.sh
to generate make files. When this is done you will have a build
folder with a Makefile
. You now run make
manually or use ./scripts/make_release.sh
or ./scripts/make_debug.sh
to build.
The resulting binaries can be found in build/bin/<Debug_x86|Release_x86>
.
Legal
OAT source code is licensed under GPLv3.
Extracting the contents of game files does not grant you any rights to them. All rights remain to their respective owners.