SyndicatFX, alternative binary for the classic Bullfrog game.
SyndicatFX is a port of the 1993 DOS game Syndicate to modern operating systems. In particular, it runs on GNU, Mac OS and Windows, but it should also work on any system supported by the SDL library on the i386 architecture.
The port was created by disassembling the original DOS executable and replacing the DOS-specific parts with platform-independent code, using SDL for input and video display, WildMIDI for music and OpenAL for sound.
An executable and some, but not all, neccessary data files are provided with this port. This means that some of game data are not included. To install the SyndicatFX, you will need to have the original data from either Syndicate Plus CD, or digital distribution.
If you wish to discuss the SyndicatFX or if you have any problems, you may post to discussion page of the project repo or join Syndicate discord channel.
To install SyndicatFX, you will need either the original Syndicate Plus PC CD, or a Synd Plus CD image from digital distribution of the game. There were several physical versions released. It is uncertain whether this port will work with all releases, so choose the most popular, english version. Floppy disk release was not tested.
The CD version which you use narrows the range of available languages.
- Multi-lingual CD contains
engfreita, - German release is required to use
ger,
Currently, only multi-lingual release is fully supported, as the translation is built into the executable.
The steps you need to take vary depending on your operating system.
If you're installing on GNU or UNIX, you will have to compile from source, and then add the neccessary data files. The steps are:
-
Insert the Syndicate Plus PC CD and make sure it is mounted, or mount a Synd Plus CD image (e.g. in
/media/cdrom). -
Choose an installation folder, like
/usr/local/share/syndicatfx(this is the default). -
Do
util/install -f <SOURCE> -t <TARGET> -l <LANG>, where- <SOURCE> is the game CD mount path, like
/media/cdrom, - <TARGET> is the destination path, meaning the installation folder you've chosen,
- <LANG> is the installation language, and can be one of:
engfreita.
The install script will copy files from the CD or mounted CD image, but also will download additional data files from their repositories: gfx and sfx.
- <SOURCE> is the game CD mount path, like
-
Now we finally get to this code repository. Download and unpack the source tarball or clone git repo. You can also try downloading the prebuilt patch release; but that will only work if your Linux environment happens to be compatible to the one where the release patch package was built. Depending on what you've chosen, follow further steps:
Route "a" - compiling the game by yourself.
- a. Follow building instructions below to get a compiled executable and configuration files.
- a. After the build succeeded, do
make prefix=<TARGET> installin the directory where build commands were executed, to copy built files into the <TARGET>/syndicatfx installation folder you've chosen. If you've built the binary yourself, you already have all the tools neccessary for that install command to work. After installation, verify the folder to make sure you didn't installed these files tosyndicatfx/syndicatfx/directory; you can just move them one dir higher if that's the case.
Route "b" - using the prebuilt patch release.
- b. Extract the downloaded patch file.
- b. Move all extracted files and folders to the selected installation folder.
Place them all in one folder, so that sub-olders
conf,dataand the executable filesyndicatfxare all next to each other.
If all went well, you can now start the game.
There is support for creating Mac OS X bundles. While you can just install the game into the UNIX directory structure, using a bundle is a cleaner solution.
If you build an application bundle, you can install the game by just drag-and-drop into your Applications directory.
You can create the bundle by following these instructions:
- download and unpack the source tarball or clone git repo
- follow building instructions below to get a compiled executable
- after the code is compiled, install the data, as explained in the
GNU or UNIX section, to any directory,
say
./data(in case you wonder, the CD drive should be mounted under/Volumes/SYNDPLUS) - finally, run
util/mkbundle ./data(replacing./datawith the directory you installed the data to); this will produce an application bundle namedSyndicatFX.appin the current directory - if you want there to be a pretty icon for the bundle, copy
res/syndicatfx.icnstoSyndicatFX.app/Contents/Resources
There are two ways to install SyndicatFX on Windows - either download the installer, or download the source code and compile it by hand. It is recommended to use the installer!
The installer requires either the original Syndicate Plus PC CD to be present in the CD-ROM drive, or a Synd Plus CD image file on disk. The CD image can come from any popular digital distribution platform. The installer will copy the files from the original Syndicate Plus CD or Synd Plus CD image and download and install additional data specific to the port.
The Syndicate Plus PC CD or Synd Plus CD image is not required to play the game, it is used only during the installation process.
If you've decided on the hand-compilation option, proceed with the following steps:
- Insert the Syndicate Plus PC CD and make sure it is mounted, or mount a
Synd Plus CD image (so that you get drive letter or path, ie.
e:). - Choose an installation folder which ends with project name, like
c:\Program Files\syndicatfx. - Use
util/installscript to both copy required files from CD and download additional data, and place them all into your chosen installation folder. If you have UNIX or GNU support on your Windows (ie. Linux Windows Subsystem, or MINGW, or MSYS2, or Cygwin), you can just run the script inbash- see Installing on GNU or UNIX for details. If you don't have that, you will have to analyze said script to figure out what should be copied where - detailed instructions are not part of the documentation. - Now we finally get to this code repository. Download and unpack the source tarball or clone git repo. Or you can instead download the prebuilt patch release. Depending on what you've chosen, follow further steps:
Route "a" - compiling the game by yourself.
- a. Follow building instructions below to get a compiled executable and configuration files.
- a. After the build succeeded, do
make prefix=<TARGET> installin the directory where build commands were executed, to copy built files into the <TARGET>/syndicatfx installation folder you've chosen. If you've built the binary yourself, you already have all the tools neccessary for that install command to work. After installation, verify the folder to make sure you didn't installed these files tosyndicatfx/syndicatfx/directory; you can just move them one dir higher if that's the case.
Route "b" - using the prebuilt patch release.
- b. Extract the downloaded patch file.
- b. Move all extracted files and folders to the selected installation folder.
Place them all in one folder, so that sub-olders
conf,dataand the executable filesyndicatfx.exeare all next to each other.
You can now start the game.
The original game needed to be started with parameters to play normally. With
SyndicatFX, the parameters can still be used, and are required for language
selection. The executable can be run with
--help parameter to show a short description of all parameters.
Parameter -c (used in the original game) is required for language selection.
The typical command line for running SyndicatFX on bash-like shell is:
./syndicatfx -c 0
If running on Windows, the command line above should work as well. Though more Windows-centric way of doing that is:
syndicatfx.exe /c 0
The game will start witout intro animation, and present you with a menu where you can start playing.
In case something doesn't work, check error.log file generated while the game
was starting.
Note that you can oly build the port for x86 architecture, and you either need 32-bit OS, or 64-bit OS with 32-bit user space libraries available.
To build SyndicatFX, you will need the following:
- GNU Autotools
- GNU C compiler
- Python 3 (with module: polib)
- development versions of the following libraries:
- SDL2 or SDL1.2
- OpenAL (we recommend OpenAL Soft)
- libvorbis
- libogg
- libpng
- zlib
- WildMIDI
Once you've made sure you have the above, proceed with the following steps:
- go into the directory with
syndicatfxsource release (containingconf,doc,srcetc.) - do
autoreconf -ifto create build scripts from templates - do
./configureto make the build scripts find required toolchain and libraries - do
maketo compile the executable file
You should now have a working src/syndicatfx executable file.
Here are specific commands required to compile the executable on Ubuntu linux.
First, dependencies have to be installed. But this project can be built only for 32-bit address space - some installed packages have to be compatible with it. To even allow installing packages for a different architecture, it needs to be added:
dpkg --add-architecture i386
Now install the dependencies - remember that some must be 32-bit (i386):
sudo apt install gcc-multilib g++-multilib lib32z1
sudo apt install python3 python3-polib
sudo apt install libsdl2-dev:i386
sudo apt install libopenal-dev:i386
sudo apt install libvorbis-dev:i386 libvorbisfile3:i386
sudo apt install libogg-dev:i386
sudo apt install libwildmidi-dev:i386
Be warned - your package manager may assume you want to replace the architecture if you did not explicitly added it. If the information on screen suggests that the installation would remove a group of currently installed packages, do not proceed with the changes and find another way.
Now as our host is ready, we can start working on the actual syndicatfx sources.
Go to that folder, and generate build scripts from templates using autotools:
autoreconf -ivf
Next, proceed with the build steps; we will do that in a separate folder.
mkdir -p release; cd release
PKG_CONFIG_PATH="/usr/lib/i386-linux-gnu/pkgconfig" CFLAGS="-m32" CXXFLAGS="-m32" LDFLAGS="-m32" ../configure --enable-lbs-structs-expand
make V=1
Providing PKG_CONFIG_PATH allows us to tell pkg-config command where to
search for 32-bit packages (it would use a path to 64-bit ones by default).
The V=1 variable makes make print each command it executes, which makes
diagnosing issues easier.
In case you also want a debug build:
mkdir -p debug; cd debug
PKG_CONFIG_PATH="/usr/lib/i386-linux-gnu/pkgconfig" CPPFLAGS="-DDEBUG -D__DEBUG" CFLAGS="-m32 -g -O0 -Wall" CXXFLAGS="-m32 -g -O0 -Wall" LDFLAGS="-m32 -g -O0 -Wall" ../configure --enable-lbs-structs-expand
make V=1
Explanation of the parameters:
- The
-g -O0flags make it easier to use a debugger like GDB with the binary, by storing symbols and disabling code optimizations. - The
-Wallflags enable displaying more warnings during compilation. - The
-DDEBUG -D__DEBUGdefines make the binary store more information inerror.logfile. First one enables verbose logging from application code, second does the same for libraries used. - The flags are set separately for C preprocessor (
CPP), compilers (C,CXX) and linker (LD). See GNU Automake documentation for details on that.
Some tests to verify the build are included in the project. To execute them:
make V=1 check
Using Minimal System and the MinGW toolchain available within, it is possible to build the executable using the same way as for UNIX systems, with bash and autotools.
First install the dependencies - mingw32, since we need 32-bit toolchain:
pacman -S mingw-w64-i686-binutils mingw-w64-i686-autotools mingw-w64-i686-pkgconf mingw-w64-i686-make mingw-w64-i686-gcc
pacman -S mingw-w64-i686-libpng
pacman -S mingw-w64-i686-SDL2
pacman -S mingw-w64-i686-openal
pacman -S mingw-w64-i686-libvorbis
pacman -S mingw-w64-i686-libogg
The WildMIDI library is not available as MSYS2 pacman package, install manually:
pacman -S unzip
wget https://github.com/Mindwerks/wildmidi/releases/download/wildmidi-0.4.5/wildmidi-0.4.5-win32.zip
unzip wildmidi-0.4.5-win32.zip
cp wildmidi-0.4.5-win32/*.h /mingw32/include/
cp wildmidi-0.4.5-win32/*.a /mingw32/lib/
cp wildmidi-0.4.5-win32/*.dll /mingw32/bin/
The Python interpeter needs to have an additional module installed:
pip install polib
Make sure the modules are installed on the Python version used during build - with MSYS2,
you often get separate i686 and x86_64 versions of Python. For both of them, you
can separately install pip package, and then add any missing modules through it.
To select specific python3 or pip at command line, alter the PATH variable,
like in some commands in later part of the instructions.
If you do not have any Python, then install the one which fits other i686 tools:
pacman -S mingw-w64-i686-python3 mingw-w64-i686-python-pip
Now as our host is ready, we can start working on the actual syndicatfx sources.
We will still have to provide paths to 32-bit configuration - MSYS will prefer
folders with data for 64-bit building.
Go to the syndicatfx folder, and generate build scripts from templates using autotools:
autoreconf -ivf --include=/mingw32/share/aclocal/
Next, proceed with the build steps; we will do that in a separate folder. Note how we are modifying PATH and PKG_CONFIG_PATH environment variables to make shell search for mingw32 binaries and pkg-config search for mingw32 packages before the default mingw64 ones:
mkdir -p release; cd release
PATH="/mingw32/bin:$PATH" PKG_CONFIG_PATH="/mingw32/lib/pkgconfig" CFLAGS="-m32" CXXFLAGS="-m32" LDFLAGS="-m32" ../configure --prefix=/mingw32 --enable-lbs-structs-expand
PATH="/mingw32/bin:$PATH" make V=1
Depending on versions of packages, your make executable may be also called mingw32-make.
Also, the build system may expect to find python binary within mingw32 folder,
failing to find it if you have it somewhere else. In both cases, just creating a symbolic
link with name expected by build system will fix the issue.
Mac OS X is at its core a UNIX system. To build the SyndicatFX it is enough to follow the general building instructions.
The GCC compiler for Mac OS X comes as part of XCode, which you can get from Apple's web site. You can also make your life a lot easier by using Fink or MacPorts to install the required packages for you, instead of having to download and compile them manually.
If you have Mac OS 10.6 ("Snow Leopard") or newer, you will need to make sure
that your libraries contain code for the i386 architecture. In MacPorts this
is achieved by using the +universal variant (e.g. port -vu install libsdl2 +universal).
When you configure your compilation toolchain and location of libraries,
you will need to pass CFLAGS="-arch i386", like so:
./configure --enable-lbs-structs-expand CFLAGS="-arch i386"
If you are planning to create Mac OS app bundle,
you will also need to pass data-path, so your final command will be:
./configure --with-data-path="SyndicatFX.app/Contents/Resources" --enable-lbs-structs-expand CFLAGS="-arch i386"
Then, do make as the general building instructions tell.
That's all. Have a nice play!