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Damglador 54694a4611
AppImage packaging (#439)
* AppImage packaging

* Add flags to specify location of required local files

`--build=path` specifies where on the system is the directory with pre-build game binaries (must have binaries `isle` and `isle-config` in `path/bin` and game-specific libraries in `path/lib`)
`--apprun=path` specifies where the apprun is
`--desktop-file=path` same for the desktop file

* Move to packaging/linux

* Move building to appimage/build and ignore it in git

* Use local icon. Option to specify location for it

* Cleaning

* Attempt at Github automation

* Update CMakeLists.txt

* Fix build

* I guess it doesn't need quotes

* Update CMakeLists.txt

* Update release.yml

* Work around for liblego1.so loading, fix arguments

* Create testing.yml

* Update testing.yml

* I should pay more attention to what docs say

* Fix copy-pasting mistake

* Add AppImage packaging to the Release workflow

* Try fixing filepicker

* Delete testing.yml

* Fix releases

Can't specify where linuxdeploy leaves the file without specifying the name of the file, which I don't want to do, so just move the file in `dist` after packaging.

* Remove unnecessary changes

* Add qt6-xdgdesktopportal-platformtheme as deps

Needed to call the xdg filepicker, basically desktop-specific filepicker. Hopefully this will allow to use it in AppImage

* Get back flatpak in release

* Update release.yml

* Remove libglew-dev from apt install

* Fix duplicate upload artifact

* Update release.yml

Co-authored-by: Christian Semmler <mail@csemmler.com>

* Remove *.AppImage pattern in Download All Artifacts

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
2025-06-29 22:53:54 +02:00
.github/workflows AppImage packaging (#439) 2025-06-29 22:53:54 +02:00
3rdparty Add MA_NO_RUNTIME_LINKING (#354) 2025-06-20 23:54:49 +00:00
cmake Parse cli arguments + log with SDL_Log (#30) 2024-06-26 11:24:40 -07:00
CMake Implement DirectX 9 backend (#332) 2025-06-18 18:10:48 +02:00
CONFIG Add Launch Game button to config tool, rename executable to isle-config (#435) 2025-06-26 07:21:11 -07:00
ISLE Fix the OpenGL backends on non-glx Linux platforms (and remove GLEW dependency) (#446) 2025-06-29 17:47:09 +02:00
LEGO1 (Pepper) Fix building variant switch bug (#451) 2025-06-29 18:15:42 +02:00
miniwin Fix the OpenGL backends on non-glx Linux platforms (and remove GLEW dependency) (#446) 2025-06-29 17:47:09 +02:00
packaging AppImage packaging (#439) 2025-06-29 22:53:54 +02:00
tools Add transition type to ini (#441) 2025-06-29 02:49:46 +02:00
util Emscripten port (#229) 2025-06-13 00:26:43 +02:00
.clang-format User clang-format InsertBraces instead of clang-tidy (#1059) 2024-07-04 23:35:49 +02:00
.clang-tidy Add clang-tidy readability-redundant-inline-specifier (#1060) 2024-07-05 01:06:32 +02:00
.editorconfig Flatpak Build Support (#407) 2025-06-29 19:04:08 +00:00
.gitattributes Flatpak Build Support (#407) 2025-06-29 19:04:08 +00:00
.gitignore Flatpak Build Support (#407) 2025-06-29 19:04:08 +00:00
.gitmodules Show imgui window when starting app with --debug (#138) 2025-05-20 23:36:51 +02:00
.pylintrc (Proposal) Use alternative C4786 warning suppression (#312) 2023-12-08 06:37:44 -05:00
CMakeLists.txt Flatpak Build Support (#407) 2025-06-29 19:04:08 +00:00
CONTRIBUTING.md merge 2024-07-04 16:09:48 -07:00
LICENSE Create LICENSE (#1497) 2025-06-24 18:00:23 +02:00
pyproject.toml Python Linting and Code Formatting (#298) 2023-11-25 13:27:42 -05:00
README.md Add reference to isle-portable to README (#1579) 2025-06-23 12:32:19 +02:00

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 dedicated to achieving platform independence without altering the core gameplay, adding new features, enhancing visual quality, or rewriting code for improvement's sake. While those are worthwhile objectives, they are not within the scope of this project.

Status

Supported platforms

Platform Status
Windows CI
Linux CI
macOS CI
Web CI

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.

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, OpenGL ES, 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.

Usage

An existing copy of LEGO Island is required to use this project.

As it stands, the builds provided in the Releases tab are for developers; as such, they may not work properly for 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.

Contributing

If you're interested in helping or contributing to this project, check out the CONTRIBUTING page.