Building it yourself and self tests
What you need to compile, how the export works, and how to check the readers against the original data.
Last updated: 12 August 2026
Requirements
- Godot 4.7 in the Mono/.NET flavour
- the .NET SDK
Build and export
dotnet build "Akte Europa Reborn.csproj"
godot --path . --headless --export-release "Windows Desktop"
The export is set up for Windows Desktop; there is no prepared preset for other systems yet.
Self tests
The readers for the original formats are not merely built — they are checked against the data they read:
godot --path . --headless -- --selftest-cwp=<toolsdir>
godot --path . --headless -- --selftest-designs
godot --path . --headless -- --selftest-briefings
What gets verified
- 13 sprite frames pixel-identical against a second implementation
- 26 map files consumed with zero bytes left over
- 4147 unit pictures identical
- 601 design records reproduced exactly
- 33 mission texts character for character
These tests are why the numbers in this project hold up: they do not measure whether the code runs, but whether it arrives at the same result as the original.
Providing content for the tests
The self tests need derived data. To produce it without the interface:
godot --path . --headless -- --import-cd # discs in the drive
godot --path . --headless -- --import=<folder> # or from an installation
Something missing or wrong? Additions are explicitly welcome — just get in touch. info@openreborn.com