* Export MultiplayerExt symbols accessed from isle executable When lego1 is built as a shared library (DLL), symbols used by the isle executable through the Extension<T>::Call() template need to be exported. Add LEGO1_EXPORT to MultiplayerExt::enabled and MultiplayerExt::CheckRejected() which are referenced from isleapp.cpp via the template instantiation. https://claude.ai/code/session_01HHMmowothg25fephi6iidq * Use inline const instead of constexpr for extension function pointers constexpr cannot be used with dllimport function addresses since they are resolved at load time through the IAT, not at compile time. Change to inline const which preserves the single-definition semantics (via inline) while allowing runtime initialization of the function pointers. https://claude.ai/code/session_01HHMmowothg25fephi6iidq * Fix multiplayer extension link errors across DLL boundary When lego1 is a shared library, Extension<T>::Call() instantiated from isle.exe references MultiplayerExt::enabled and CheckRejected() which are not exported. Instead of exporting internal symbols (which also breaks constexpr with dllimport), add an exported IsMultiplayerRejected() wrapper that keeps the Extension<T>::Call() instantiation inside lego1. https://claude.ai/code/session_01HHMmowothg25fephi6iidq * Guard IsMultiplayerRejected with EXTENSIONS ifdef extensions.cpp is only compiled when ISLE_EXTENSIONS is ON, so the wrapper function and its call site need #ifdef EXTENSIONS guards for targets like x86 MSVC where extensions are disabled. https://claude.ai/code/session_01HHMmowothg25fephi6iidq * Move IsMultiplayerRejected definition to multiplayer.cpp The function is declared in multiplayer.h and belongs with the rest of the multiplayer extension code, not in the general extensions.cpp file. https://claude.ai/code/session_01HHMmowothg25fephi6iidq --------- Co-authored-by: Claude <noreply@anthropic.com> |
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LEGO Island, portable
Development Vlog | Contributing | Matrix | Forums | Patreon
This initiative is a portable version of LEGO Island (Version 1.1, English) based on the decompilation project. Our primary goal is to transform the codebase to achieve platform independence, thereby enhancing compatibility across various systems while preserving the original game's experience as faithfully as possible.
Please note: this project is primarily dedicated to achieving platform independence without altering the core gameplay or rewriting code for improvement's sake. While those are worthwhile objectives, they are not within the scope of this project. isle-portable offers support for light modding using extensions.
Status
| Platform | Status |
|---|---|
| Windows | |
| Linux | |
| macOS | |
| Web | |
| Nintendo 3DS | |
| Xbox One | |
| iOS | |
| Android | |
| Playstation Vita | |
| Nintendo Switch |
We are actively working to support more platforms. If you have experience with a particular platform, we encourage you to contribute to isle-portable. You can find a list of ongoing efforts in our Wiki.
Usage
An existing copy of LEGO Island is required to use this project.
As it stands, builds provided in the Releases tab are mainly for developers; as such, they may not work properly for all end-users. Work is currently ongoing to create workable release builds ready for gameplay and general use by end-users. If you are technically inclined, you may find it easiest to compile the project yourself to get it running at this current point in time.
Installation instructions for some ports can be found in our Wiki.
Library substitutions
To achieve our goal of platform independence, we need to replace any Windows-only libraries with platform-independent alternatives. This ensures that our codebase remains versatile and compatible across various systems. The following table serves as an overview of major libraries / subsystems and their chosen replacements. For any significant changes or additions, it's recommended to discuss them with the team on the Matrix chat first to ensure consistency and alignment with our project's objectives.
| Library/subsystem | Substitution | Status | |
|---|---|---|---|
| Window, Events | SDL3 | ✅ | Remarks |
| Windows Registry (Configuration) | libiniparser | ✅ | Remarks |
| Filesystem | SDL3 | ✅ | Remarks |
| Threads, Mutexes (Synchronization) | SDL3 | ✅ | Remarks |
| Keyboard/Mouse, DirectInput (Input) | SDL3 | ✅ | Remarks |
| Joystick/Gamepad, DirectInput (Input) | SDL3 | ✅ | Remarks |
| WinMM, DirectSound (Audio) | SDL3, miniaudio | ✅ | Remarks |
| DirectDraw (2D video) | SDL3 | ✅ | Remarks |
| Smacker | libsmacker | ✅ | Remarks |
| Direct3D (3D video) | SDL3 (Vulkan, Metal, D3D12), D3D9, OpenGL 1.1, OpenGL ES 2.0, OpenGL ES 3.0, Software | ✅ | Remarks |
| Direct3D Retained Mode | Custom re-implementation | ✅ | Remarks |
| SmartHeap | Default memory allocator | - | - |
Building
This project uses the CMake build system, which allows for a high degree of versatility regarding compilers and development environments. Please refer to the GitHub action for guidance.
Contributing
If you're interested in helping or contributing to this project, check out the CONTRIBUTING page.