Documentation
How to compile OpenAlchemist on Windows
Get DirectX 9 SDK
You need the DirectX 9 SDK to compile OpenAlchemist. Get it from the Microsoft website.
Get ClanLib
ClanLib is the framework which OpenAlchemist uses. You first need to get it and install it.
Get the sources
- First, get the sources from the downloads page or from the SVN repository.
- Then, open the file
OpenAlchemist.vcprojwith Visual Studio (I personnaly use Visual Studio 2008). - Go to
"Project > OpenAlchemist Propreties". - Select the "Debug" configuration.
- In the dialog, go to
"Configuration Propreties > C/C++". This should look like this:
. - Changes the
"Additionnal Include Directories", you should see this dialog:
- Add the path where you have installed the Clanlib includes. For example, mine is
C:\Clanlib\ClanLib-VC9Precompiled-static-mt-2.1.1\include. - Now, go to
"Configuration Propreties > Linker". This should look like this:
. - Changes the
"Additionnal Librairies Directories", you should see this dialog:
- Add the path where you have installed the Clanlib libs and the DirectX SDK.
For example, mines are:C:\Clanlib\all-2.0-external-libs-msvc90\lib C:\Clanlib\ClanLib-VC9Precompiled-static-mt-2.1.1\lib C:\Program Files (x86)\Microsoft DirectX SDK (August 2009)\Lib\x86
- Select the "Release" configuration.
- Changes includes and libs directories as before (go back to point 5).
Make the skin zip files
In the skins folder, you have to make a zip archive of each folder (aqua, brushed and vectoriel), but you have to managed that xml files (for example general.xml) are in the root folder inside the archive. The easier way to do it is to launch the makezips.py script. You need to install Python to use this script. Otherwise, if you are not compiling the SVN version, you can get the zip files from the standard OpenAlchemist downloads, and just paste them into the skins folder.
You win!
Now, you can build and execute the project!


