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Documented how to install X11 and Alsa development libraries on some Debian based Linux distributions that are missing it.
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Doc/Generator/Input/Starting.txt

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@@ -14,12 +14,12 @@ Title2: Minimum system requirements
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1.4 GHz quad-core ARMv8 CPU is enough for medium-resolution realtime 2D graphics, using ARM NEON.
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3 GHz quad-core Intel/AMD CPU is enough for high resolution 2D/isometric/3D graphics with advanced light effects, using SSE2.
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3 GHz quad-core Intel/AMD CPU with SSE2 is enough for high resolution 2D/isometric/3D graphics with advanced light effects.
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4 GHz hexa-core Intel/AMD CPU is enough to not notice that the 3D graphics is software rendered.
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Enabling SSSE3 (-mssse3) can give a performance boost in image processing and shading to textures by making vector extraction faster.
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Enabling AVX2 (-mavx2) can make texture sampling faster by enabling the gather instructions.
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Enabling AVX2 (-mavx2) can make texture sampling faster by enabling the gather instructions and 256-bit integer operations.
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Truecolor (8 bits per channel) is a minimum requirement to create a window.
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The file API also assumes access to Unicode versions of functions from Windows 2000.
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Big-endian support is only theoretical and has never actually been tested, because big-endian desktops were practically extinct when the library was created. If you happen to own such a rare museum item in working condition, sending the <B>DSR_BIG_ENDIAN</B> macro to compilation should activate the big-endian mode and shift the direction of bit shift meant to be equivalent with the address space.
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Big-endian support is only theoretical and has never actually been tested, because big-endian desktops were practically extinct when the library was created. If you happen to own such a rare museum item in working condition, sending the <B>DSR_BIG_ENDIAN</B> macro to compilation should activate the big-endian mode and shift the direction of bit shifts that are meant to be equivalent with the address space.
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Title2: Buliding the wizard application on Linux
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Image: Images/Warning.png | Warning
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Linux has many different ways to create a window, so you might need to write a new window manager and add its dependencies to Source/DFPSR/DFPSR.DsrHead if new Linux distributions are not compatible.
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Image: Images/Warning.png | Warning
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Light-weight Linux distributions (such as Linux Mint) might require you to install GNU's compiler toolchain <B>"gcc"</B> and X11 headers <B>"libx11-dev"</B>.
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Light-weight Linux distributions (such as Linux Mint) might require you to install GNU's compiler toolchain <B>"gcc"</B>, X11 developer libraries <B>"libx11-dev"</B> and Alsa developer libraries <B>"libasound2-dev"</B>.
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On Debian based systems:
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<PRE><BLOCKQUOTE>sudo apt install gcc
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sudo apt install libx11-dev
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sudo apt install libasound2-dev</BLOCKQUOTE></PRE>
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Check that you have g++ installed at /usr/bin/g++ and change CPP_COMPILER_PATH in Source/tools/builder/buildProject.sh if it's located somewhere else.

Doc/Starting.html

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</P><P>
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<IMG SRC="Images/SmallDot.png">
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3 GHz quad-core Intel/AMD CPU is enough for high resolution 2D/isometric/3D graphics with advanced light effects, using SSE2.
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3 GHz quad-core Intel/AMD CPU with SSE2 is enough for high resolution 2D/isometric/3D graphics with advanced light effects.
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</P><P>
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<IMG SRC="Images/SmallDot.png">
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4 GHz hexa-core Intel/AMD CPU is enough to not notice that the 3D graphics is software rendered.
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Enabling SSSE3 (-mssse3) can give a performance boost in image processing and shading to textures by making vector extraction faster.
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Enabling AVX2 (-mavx2) can make texture sampling faster by enabling the gather instructions.
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Enabling AVX2 (-mavx2) can make texture sampling faster by enabling the gather instructions and 256-bit integer operations.
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</P><P>
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<IMG SRC="Images/SmallDot.png">
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</P><P>
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<IMG SRC="Images/SmallDot.png">
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Big-endian support is only theoretical and has never actually been tested, because big-endian desktops were practically extinct when the library was created. If you happen to own such a rare museum item in working condition, sending the <B>DSR_BIG_ENDIAN</B> macro to compilation should activate the big-endian mode and shift the direction of bit shift meant to be equivalent with the address space.
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Big-endian support is only theoretical and has never actually been tested, because big-endian desktops were practically extinct when the library was created. If you happen to own such a rare museum item in working condition, sending the <B>DSR_BIG_ENDIAN</B> macro to compilation should activate the big-endian mode and shift the direction of bit shifts that are meant to be equivalent with the address space.
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</P><IMG SRC="Images/Border.png"><P>
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</P><H2> Buliding the wizard application on Linux</H2><P>
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</P><P>
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</P><P>
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<IMG SRC="Images/Warning.png" ALT="Warning">
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Light-weight Linux distributions (such as Linux Mint) might require you to install GNU's compiler toolchain <B>"gcc"</B> and X11 headers <B>"libx11-dev"</B>.
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Light-weight Linux distributions (such as Linux Mint) might require you to install GNU's compiler toolchain <B>"gcc"</B>, X11 developer libraries <B>"libx11-dev"</B> and Alsa developer libraries <B>"libasound2-dev"</B>.
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</P><P>
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On Debian based systems:
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<PRE><BLOCKQUOTE>sudo apt install gcc
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sudo apt install libx11-dev
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sudo apt install libasound2-dev</BLOCKQUOTE></PRE>
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</P><P>
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<IMG SRC="Images/SmallDot.png">

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