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Old 13 June 2016, 13:07   #1
Zetr0
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Cross Compiling / Environment Info

Hello my friends - my hope is that you can help me - I have been wanting to get back into some serious Amiga coding for sometime and recently I have received a Vampire V2 for the A600 - this is quite the game changer.

Anyway, it has been decades since I have low-level programmed for the Amiga so if I could be so bold as to ask for a few pointers about porting games from a Linux environment to 68k environment.

Initially what coding / compiling environment you would recommend - what cross sources (i.e. SDL) would I need to review / read up on.

Currently installing this tool chain - http://fengestad.no/m68k-amigaos-toolchain/

I am going to *hopefully* have a crack at this game https://www.wesnoth.org/

With a bit of luck it might work on an 040/060 with RTG =)


Any thoughts, recommendations would be great!
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Old 13 June 2016, 20:02   #2
alkis
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If you are in favor of IDEs, eclipse does work nice with cross-compiling. You know, the autocompletion works, you can jump to symbol definition and stuff like that.

Emacs could be also nice if you are not in favor of IDEs.
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Old 13 June 2016, 20:41   #3
Zetr0
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Thanks for the info alkis -

I would like to know if there is an Amiga environment for porting software - this I can emulate via WinUAE, alternatively there is cross-compilation and any hints / tips or set ups on compilers / libraries etc would be very useful =)
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Old 13 June 2016, 21:05   #4
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Quote:
Originally Posted by Zetr0 View Post
Thanks for the info alkis -

I would like to know if there is an Amiga environment for porting software - this I can emulate via WinUAE, alternatively there is cross-compilation and any hints / tips or set ups on compilers / libraries etc would be very useful =)
Type "Hannibal visual studio" in the EAB search field at the top of the screen.
It should lead you to the threads containing the information you need.
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Old 14 June 2016, 10:57   #5
Zetr0
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Thanks ReadOnlyCat (ROC)! I shall do this!
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Old 14 June 2016, 11:16   #6
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As far as tools go, you might find Amitools useful:
https://github.com/cnvogelg/amitools

Amitools is written in Python, and I would also recommend looking at using it for small tools and other bits, it's much more comfortable and faster to write stuff in than C or C++.
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Old 14 June 2016, 11:29   #7
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As far as tools go, you might find Amitools useful:
https://github.com/cnvogelg/amitools

Amitools is written in Python, and I would also recommend looking at using it for small tools and other bits, it's much more comfortable and faster to write stuff in than C or C++.
The amitools stuff for writing dos format ADF/HDF disc images is awesome.
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Old 14 June 2016, 12:38   #8
phx
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Quote:
Originally Posted by Zetr0 View Post
I am going to *hopefully* have a crack at this game https://www.wesnoth.org/

With a bit of luck it might work on an 040/060 with RTG =)
That's a bold plan indeed! I love this game.

Unfortunately I have doubts that even the fastest m68k Amiga will be able to manage Wesnoth. The m68k implementation of SDL is slow and/or incomplete. The MorphOS port on my 600MHz G3 is nearly unplayable.

Also don't underestimate the many additional tools and dependencies you need to build a project like BfW. I would select something else for a start, to make it less frustrating.
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Old 14 June 2016, 12:46   #9
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Would be nice to have for a Vampire. Good luck.
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Old 14 June 2016, 22:02   #10
matthey
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Quote:
Originally Posted by Zetr0 View Post
Initially what coding / compiling environment you would recommend - what cross sources (i.e. SDL) would I need to review / read up on.

Currently installing this tool chain - http://fengestad.no/m68k-amigaos-toolchain/
The version of vbcc in that tool chain is 0.9b while 0.9e is currently available and easy to install.

http://sun.hasenbraten.de/vbcc/

The newer version of vbcc is more compatible with C99 which is a big help with porting but vbcc does not support C++ which Wesnoth needs. The version of GCC included in that tool chain is good but ancient. It should support C++ but there will likely be problems with modern sources due to how old it is. GCC after the unofficial 3.4.0 for the Amiga has no Amiga support so ELF2HUNK is needed for cross-compiling to the 68k and there may be problems with the A4-A6 registers being used. Besides various online cross-compilers for the 68k Amiga, there is the AROS development environment and AmiDevCpp (newer GCC 3.x but still old) which are tested and working.

Quote:
Originally Posted by Zetr0 View Post
I am going to *hopefully* have a crack at this game https://www.wesnoth.org/

With a bit of luck it might work on an 040/060 with RTG =)

Any thoughts, recommendations would be great!
C++, SDL, dependencies and lots of Unix build requirements are sure to increase the difficulty. At least the compiling directions look good. I agree with phx that this is probably not the easiest project to begin porting but i wish you luck if you forge ahead. You might see if you can get the source code from the MorphOS port which should at least have problems like endian issues fixed and may include some generic Amiga support. It does look like a cool game.
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Old 09 November 2016, 20:28   #11
TuKo
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Any news on this ?
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