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	<updated>2026-05-01T10:03:19Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=98402</id>
		<title>Compiling (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=98402"/>
		<updated>2020-11-10T15:34:41Z</updated>

		<summary type="html">&lt;p&gt;Uqs: s/SupSuper/OpenXcom/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OpenXcom codebase is hosted on [https://github.com/OpenXcom/OpenXcom Github], and you can grab the latest source with any Git client from: &amp;lt;code&amp;gt;https://github.com/OpenXcom/OpenXcom.git&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a Github user you might wanna [http://help.github.com/forking use a fork] instead so you can have your own remote repository (you can&#039;t push to the official OpenXcom repository without permission) and easily send in pull requests.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is a cross-platform game so it&#039;s possible to compile it on a variety of systems and project files for all the popular IDEs are included. There&#039;s also a [http://openxcom.org/docs/html/ Doxygen documentation] available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries to compile:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://cms.ferzkopp.net/index.php/software/13-sdl-gfx SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [https://github.com/jbeder/yaml-cpp yaml-cpp], (libyaml-cpp), version 0.5.1 (0.5.2 does &#039;&#039;not&#039;&#039; work, use latest git HEAD if you want newer version)&lt;br /&gt;
&amp;lt;!--* [http://www.boost.org/ Boost], (boost)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== All operating systems ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]&lt;br /&gt;
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]&lt;br /&gt;
&lt;br /&gt;
== Linux/BSD ==&lt;br /&gt;
=== Installing Dependencies ===&lt;br /&gt;
&lt;br /&gt;
On Debian and Debian-derived distributions, such as Ubuntu, all build dependencies can be installed with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
apt-get install --no-install-recommends \&lt;br /&gt;
    build-essential libboost-dev libsdl1.2-dev libsdl-mixer1.2-dev \&lt;br /&gt;
    libsdl-image1.2-dev libsdl-gfx1.2-dev libyaml-cpp-dev xmlto&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;--no-install-recommends&amp;lt;/code&amp;gt; prevents &amp;lt;code&amp;gt;xmlto&amp;lt;/code&amp;gt; from pulling along a gigabyte of unnecessary LaTeX packages.&lt;br /&gt;
&lt;br /&gt;
=== Build Instructions ===&lt;br /&gt;
* [[Compiling with Make (OpenXcom)|Compiling with Make]]&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
&lt;br /&gt;
== Android ==&lt;br /&gt;
&lt;br /&gt;
* [[Android port (OpenXcom)|Compiling for Android]]&lt;br /&gt;
&lt;br /&gt;
== OpenXcom Extended (OXCE) ==&lt;br /&gt;
&lt;br /&gt;
See [https://openxcom.org/forum/index.php/topic,7048.0.html Compiling and cross-compiling OXCE]&lt;br /&gt;
&lt;br /&gt;
Covers:&lt;br /&gt;
* Windows / VS2107&lt;br /&gt;
* Linux / CMake&lt;br /&gt;
* MacOS / CMake&lt;br /&gt;
* Linux / MXE cross-compile for Windows&lt;br /&gt;
* Android / Gradle&lt;br /&gt;
* iOS / XCode&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Uqs</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_Make_(OpenXcom)&amp;diff=98401</id>
		<title>Compiling with Make (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_Make_(OpenXcom)&amp;diff=98401"/>
		<updated>2020-11-10T15:34:21Z</updated>

		<summary type="html">&lt;p&gt;Uqs: s/SupSuper/OpenXcom/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although using CMake is recommended to generate more robust Makefiles, OpenXcom also provides a basic Makefile for compilation.  It tends to work well on Linux, but you may have to pass some custom flags to get things working on other operating systems.&lt;br /&gt;
&lt;br /&gt;
== Required packages ==&lt;br /&gt;
* [http://git-scm.com/ git] (git)&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2-dev)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2-dev)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2-dev)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2-dev), version 2.0.22 or later&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp] (libyaml-cpp-dev), version &#039;&#039;&#039;0.5 or later&#039;&#039;&#039;&lt;br /&gt;
* [http://www.boost.org boost] (libboost-dev), required as dependency for yaml-cpp 0.5.&lt;br /&gt;
&lt;br /&gt;
Check the library websites if you can&#039;t find them with your distribution&#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
  git clone https://github.com/OpenXcom/OpenXcom.git&lt;br /&gt;
  cd OpenXcom/src&lt;br /&gt;
  make -f Makefile.simple&lt;br /&gt;
&lt;br /&gt;
On OSX, that last command (for me, at least) is:&lt;br /&gt;
&lt;br /&gt;
  PKG_CONFIG_PATH=$PKG_CONFIG_PATH:/usr/local/lib/pkgconfig CXX=/usr/bin/clang++ CXXFLAGS=&amp;quot;-O2 -I/usr/local/Cellar/boost/1.57.0/include&amp;quot; make -f Makefile.simple -j10&lt;br /&gt;
&lt;br /&gt;
You can now run the game from &amp;lt;code&amp;gt;OpenXcom/bin/openxcom&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Uqs</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&amp;diff=98400</id>
		<title>Compiling with CMake (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&amp;diff=98400"/>
		<updated>2020-11-10T15:31:44Z</updated>

		<summary type="html">&lt;p&gt;Uqs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CMake is a meta-build system.  It doesn&#039;t build the code itself.  Instead, it autogenerates files for other build systems, like Make or Visual Studio.  It is an excellent tool for maintaining consistent build environments across multiple operating systems.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Before building ==&lt;br /&gt;
In addition to the OpenXcom [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.&lt;br /&gt;
&lt;br /&gt;
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.&lt;br /&gt;
&lt;br /&gt;
Note : Once a project has been generated, you don&#039;t need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.&lt;br /&gt;
&lt;br /&gt;
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the build directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and build directories can be the same, but it&#039;s generally recommended to separate them.  The standard name for the build directory is &amp;quot;build&amp;quot;, which you must create yourself under the top level OpenXcom directory (where the README.md file is).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generate a build project ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake GUI tool&#039;&#039;&#039;&lt;br /&gt;
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.&lt;br /&gt;
*Then specify where the OpenXcom project should be generated (e.g. the &amp;quot;build&amp;quot; directory that you created).&lt;br /&gt;
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.&lt;br /&gt;
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake interactive command line tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ccmake is a command line tool which allows you to configure the build interactively. You can launch it with:&lt;br /&gt;
  mkdir -p build&lt;br /&gt;
  cmake -B build -G &#039;Generator name&#039; .&lt;br /&gt;
Generator name, is the name of the build system you wish to use. You can see possible values with:&lt;br /&gt;
  cmake --help&lt;br /&gt;
If omitted, cmake will default to &#039;Unix Makefile&#039;. Note that this needed only the first time you generate the project.&lt;br /&gt;
&lt;br /&gt;
As with the GUI, tweak the options as needed and then configure the project before generating it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake command line tools&#039;&#039;&#039;&lt;br /&gt;
  mkdir -p build&lt;br /&gt;
  cmake -B build -G &#039;Generator name&#039; -DOPTION_NAME=OPTION_VALUE ..&lt;br /&gt;
You can check options value with:&lt;br /&gt;
  cmake -L&lt;br /&gt;
To change the value of an option:&lt;br /&gt;
  cmake -DOPTION_NAME=OPTION_VALUE ..&lt;br /&gt;
For example:&lt;br /&gt;
  cmake -B build -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=$HOME/bin/openxcom.inst .&lt;br /&gt;
&lt;br /&gt;
Once the project is generated, you can use it as you would have done without using CMake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End-to-end example ==&lt;br /&gt;
&lt;br /&gt;
This will get you up and running from scratch to a fully functional installation. This example is written with Linux users in mind, but can be adapted easily for Windows or OSX. It shows an alternative way of cd&#039;ing into the build dir and running the compilation commands from there.&lt;br /&gt;
&lt;br /&gt;
 git clone git@github.com:OpenXcom/OpenXcom.git openxcom&lt;br /&gt;
    OR &amp;quot;git clone https://github.com/OpenXcom/OpenXcom.git openxcom&amp;quot; if the above doesn&#039;t work for whatever reason&lt;br /&gt;
 {copy XCOM1 assets into openxcom/bin/UFO and XCOM2 assets into openxcom/bin/TFTD, do not forget to apply the [http://openxcom.org/downloads-extras patchfiles]}&lt;br /&gt;
 mkdir openxcom/build&lt;br /&gt;
 cd openxcom/build&lt;br /&gt;
 cmake ..&lt;br /&gt;
 ccmake ..&lt;br /&gt;
 {set CMAKE_BUILD_TYPE to Release (or Debug if you want useful stack traces, but that will slow the game /way/ down)}&lt;br /&gt;
 {set CMAKE_INSTALL_PREFIX to /home/yourusername/bin/OpenXcom (or whatever)}&lt;br /&gt;
 {configure, generate, and exit}&lt;br /&gt;
 make -j3&lt;br /&gt;
 make install&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Automated patching and compiling &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It can also be fully automated, in case you want fast compilation e. g. for testing/using nightlies on a regular basis:&lt;br /&gt;
 &lt;br /&gt;
 git clone https://github.com/SupSuper/OpenXcom.git openxcom&lt;br /&gt;
 cp -r /path/to/UFO_vanilla_with_patch_files_applied/* openxcom/bin/UFO/&lt;br /&gt;
 mkdir openxcom/build&lt;br /&gt;
 cd openxcom/build&lt;br /&gt;
 cmake -DCMAKE_BUILD_TYPE=Release ..&lt;br /&gt;
 make -j10&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
This version downloads the sources, then copies prepared vanilla-files (should already include the [http://openxcom.org/downloads-extras patchfiles]) to the right place. One could as well decompress a prepared 7zip-archive like &amp;lt;code&amp;gt;7za e /path/to/UFO_vanilla_with_patch_files_applied.7z -oopenxcom/bin/UFO/ -y&amp;lt;/code&amp;gt;. After that, it compiles automatically as »Release«, also speeding up the process a bit, by using 10 jobs parallel, instead of just 3. As OpenXcom usually is installed automatically in a folder, where users don&#039;t have write-access (unless you also change the &amp;lt;code&amp;gt;CMAKE_INSTALL_PREFIX&amp;lt;/code&amp;gt; variable accordingly, see &amp;lt;code&amp;gt;-DCMAKE_BUILD_TYPE=Release&amp;lt;/code&amp;gt;-line), the &amp;lt;code&amp;gt;sudo&amp;lt;/code&amp;gt; before the last command makes sure, a legitimation is requested (if the script is not started already with &amp;lt;code&amp;gt;sudo&amp;lt;/code&amp;gt;). If you let it be installed somewhere you have the write permissions, with the mentioned prepared vanilla- and patch-files somewhere laying around, you won&#039;t even need the sudo, so you don&#039;t need to enter anything for a compilation run. Saving this example adjusted to your need, e. g. as &amp;lt;code&amp;gt;compileopenxcom.sh&amp;lt;/code&amp;gt; and making it executable, you have an installation-skript, which needs very little attention. This can save a lot of time, if you compile nightlies more often.&lt;br /&gt;
&lt;br /&gt;
Then there are two ways for getting a well playable/startable game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Starting script &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create an executable shell script in your &amp;lt;code&amp;gt;$HOME/bin&amp;lt;/code&amp;gt; directory (ensure it is in your PATH) named &amp;lt;code&amp;gt;openxcom&amp;lt;/code&amp;gt; with the contents:&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 &amp;quot;$HOME/bin/OpenXcom/bin/openxcom&amp;quot; -data &amp;quot;$HOME/bin/OpenXcom/share/openxcom/data&amp;quot;&lt;br /&gt;
&lt;br /&gt;
now just run &amp;lt;code&amp;gt;openxcom&amp;lt;/code&amp;gt; to play. : )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Desktop-icon &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On Ubuntu-Systems, or in general, using GNOME, you also might want to create a &amp;lt;code&amp;gt;*.desktop&amp;lt;/code&amp;gt;-file, which shows a nice icon and starts your OpenXcom as well as that starting-script above. An example would be:&lt;br /&gt;
&lt;br /&gt;
 [Desktop Entry]&lt;br /&gt;
 Version=1.0&lt;br /&gt;
 Type=Application&lt;br /&gt;
 Name=OpenXcom&lt;br /&gt;
 Comment=Open-source clone of UFO: Enemy Unknown&lt;br /&gt;
 Exec=/binary_path_to/openxcom&lt;br /&gt;
 Terminal=false&lt;br /&gt;
 Icon=/path_to_openxcom_basefolder/common/openxcom.png&lt;br /&gt;
 Categories=Game;StrategyGame;&lt;br /&gt;
&lt;br /&gt;
You can save it as &amp;lt;code&amp;gt;openxcom.desktop&amp;lt;/code&amp;gt; either somewhere, you want to start it from (e. g. your desktop) or put it in the suitable folder, where GNOME-Search will find it, e. g. &amp;lt;code&amp;gt;~/.local/share/applications&amp;lt;/code&amp;gt;, if you want it only for your own user, or &amp;lt;code&amp;gt;/usr/share/applications&amp;lt;/code&amp;gt;, if it is meant for every user. It &#039;&#039;may&#039;&#039; be necessary, to make this file executable.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Uqs</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=98399</id>
		<title>Compiling (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=98399"/>
		<updated>2020-11-10T15:14:24Z</updated>

		<summary type="html">&lt;p&gt;Uqs: remove autotools&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OpenXcom codebase is hosted on [https://github.com/SupSuper/OpenXcom Github], and you can grab the latest source with any Git client from: &amp;lt;code&amp;gt;https://github.com/SupSuper/OpenXcom.git&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a Github user you might wanna [http://help.github.com/forking use a fork] instead so you can have your own remote repository (you can&#039;t push to the official OpenXcom repository without permission) and easily send in pull requests.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is a cross-platform game so it&#039;s possible to compile it on a variety of systems and project files for all the popular IDEs are included. There&#039;s also a [http://openxcom.org/docs/html/ Doxygen documentation] available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries to compile:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://cms.ferzkopp.net/index.php/software/13-sdl-gfx SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [https://github.com/jbeder/yaml-cpp yaml-cpp], (libyaml-cpp), version 0.5.1 (0.5.2 does &#039;&#039;not&#039;&#039; work, use latest git HEAD if you want newer version)&lt;br /&gt;
&amp;lt;!--* [http://www.boost.org/ Boost], (boost)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== All operating systems ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]&lt;br /&gt;
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]&lt;br /&gt;
&lt;br /&gt;
== Linux/BSD ==&lt;br /&gt;
=== Installing Dependencies ===&lt;br /&gt;
&lt;br /&gt;
On Debian and Debian-derived distributions, such as Ubuntu, all build dependencies can be installed with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
apt-get install --no-install-recommends \&lt;br /&gt;
    build-essential libboost-dev libsdl1.2-dev libsdl-mixer1.2-dev \&lt;br /&gt;
    libsdl-image1.2-dev libsdl-gfx1.2-dev libyaml-cpp-dev xmlto&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;--no-install-recommends&amp;lt;/code&amp;gt; prevents &amp;lt;code&amp;gt;xmlto&amp;lt;/code&amp;gt; from pulling along a gigabyte of unnecessary LaTeX packages.&lt;br /&gt;
&lt;br /&gt;
=== Build Instructions ===&lt;br /&gt;
* [[Compiling with Make (OpenXcom)|Compiling with Make]]&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
&lt;br /&gt;
== Android ==&lt;br /&gt;
&lt;br /&gt;
* [[Android port (OpenXcom)|Compiling for Android]]&lt;br /&gt;
&lt;br /&gt;
== OpenXcom Extended (OXCE) ==&lt;br /&gt;
&lt;br /&gt;
See [https://openxcom.org/forum/index.php/topic,7048.0.html Compiling and cross-compiling OXCE]&lt;br /&gt;
&lt;br /&gt;
Covers:&lt;br /&gt;
* Windows / VS2107&lt;br /&gt;
* Linux / CMake&lt;br /&gt;
* MacOS / CMake&lt;br /&gt;
* Linux / MXE cross-compile for Windows&lt;br /&gt;
* Android / Gradle&lt;br /&gt;
* iOS / XCode&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Uqs</name></author>
	</entry>
</feed>