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Old 04 March 2010, 00:02   #1
NovaCoder
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Building 68k C++ using gcc and an IDE!

As some of you know, I've been playing around porting games over to the good old AGA Amiga using C++.

I started off with StormC V4 using the built-in gcc compiler running on my real A1200 030. This worked ok to start with but now that the projects are increasing in complexity (and number of files) this is becoming impossible. For a start it's very slow to build, the version of gcc is very old and it runs out of memory while compiling.

Next I tried AmiDevCPP running on WinXP. This works better (great speed and better gcc compliance which helps porting) but the biggest drawback is that you cannot debug which is a real pain. Also the IDE is not Amiga specific (eg project and build options are all Windows based).

The only other gcc IDE solution that I know about is Cubic IDE which costs 70 EUR, willl that solve my problems (I'd have to run it under WinUAE obviously).

Thanx
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Old 04 March 2010, 00:35   #2
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Why don't you run StormC under WinUAE with JIT and hundreds of MB of ram?
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Old 04 March 2010, 00:51   #3
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Quote:
Originally Posted by Leffmann View Post
Why don't you run StormC under WinUAE with JIT and hundreds of MB of ram?

This is what i do too =D
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Old 04 March 2010, 01:12   #4
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Quote:
Originally Posted by Leffmann View Post
Why don't you run StormC under WinUAE with JIT and hundreds of MB of ram?
It's an option I guess but I really wanted to hear from CubicIDE users, eg is it a better way to go?
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Old 04 March 2010, 13:13   #5
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Well, I always use Cubic IDE DevPack with an old GoldED Version so there is no need to pay 70 Euros if you still have an editor or use the free microGoldED in the package depending on what you need. The DevPack is for me the easiest way to get an up-to-date GCC envirement on my Amiga.
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Old 04 March 2010, 23:49   #6
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Ok, thanks for the info Mr DJ
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Old 05 March 2010, 03:50   #7
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I got cubicIDE at one of the Xmas new years sales, works nicely on my Amiga and WinUAE.

Normally use AmidevCPP for alot of the work though, CubicIDE is for fixes while under emulation hehe.

I find it easier to code with the more modern IDE that comes with Amidev.
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Old 05 March 2010, 06:17   #8
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Yep AmiDev is a nice IDE, its just a shame about the lack of debugging.
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Old 16 March 2010, 20:37   #9
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Noone ever tried to cross-compile from Windows to Amiga OS using a cross g++? gcc 2.7 is really old right now. On Windows/Linux we have gcc4 (that's what I use in devkitpro for NDS ports).
Anyone tested that? I'd like to port some SDL games I have written to AmigaOS but I don't have the courage to setup C++ tools on Amiga again! I had too many portability problems (templates, STL ...)
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Old 16 March 2010, 22:46   #10
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@jotd

on Natami forum you will find some interesting infohttp://www.natami.net/knowledge.php?b=3&note=8
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Old 17 March 2010, 20:28   #11
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@jotd

on Natami forum you will find some interesting infohttp://www.natami.net/knowledge.php?b=3&note=8
Funnily you're the one who's replying!

I have written a version of Bagman for C++/SDL which might interest you

http://pagesperso-orange.fr/jotd/bagman/index.html

thanks for the link. BTW my main concern right now is not the code size/performance but to be able to compile template stuff. Well maybe with gcc 2.7 it would work without the hassle of cross compilation. I'll make it work anyway. Thanks.
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Old 18 March 2010, 00:50   #12
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I don't want to stop you from setting up a dev environment for Amiga, even if people with less than AGA/030 will never see the fruits of your labor. But if you have a lot of trouble porting Bagman, consider http://hol.abime.net/3807 .

If you want some inspiration, then I think vector games from arcade cabs (which usually means Atari) could be a good thing make ports of.
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Old 18 March 2010, 18:17   #13
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Yeah, I know about Bagitman. But my remake is 95% the same (guards A.I. is the same too). I'd be curious to see how the game runs on a 030, yeah.

Don't worry about inspiration, I have a lot of projects to complete (or to start). Vector games are not my cup of tea, actually.
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Old 18 March 2010, 20:59   #14
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Funnily you're the one who's replying!
I'm still looking for the best c/c++ compiler ( or cross ) which can generate code for 68k. Lastly I checked CodeWarrior 4 on mac ( Basilisk II on PC ) but test code ( from natami thread ) is exactly like in CodeWarior Coldfire 7.1 SE. Maybe some day I will find CodeWarrior 6 for Mac/PC ...

Quote:
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I have written a version of Bagman for C++/SDL which might interest you

http://pagesperso-orange.fr/jotd/bagman/index.html
Great job. Of course I downloaded source . Thank you. Maybe I will find time ( I have definitely to many top secret projects on amiga ) to change some things on Bagitman WHD.

Quote:
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thanks for the link. BTW my main concern right now is not the code size/performance but to be able to compile template stuff. Well maybe with gcc 2.7 it would work without the hassle of cross compilation. I'll make it work anyway. Thanks.
If we talking about cross compilation. There is one nice advantage: time of compilation
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Old 19 March 2010, 09:18   #15
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Slightly off topic I think you'll have a hard time squeezing the gfx+palette of the original in Bagitman.

Cross-compilation is good when it's widespread (like on Nintendo DS) but for Amiga, I think there'll be problems in the link department.

I'll stick to gcc 2.7 if I can make it work, it'll be simpler.

On my PC Bagman uses 10% of the CPU, and that's with 2x render resize & sound. I think I can squeeze it on the Amiga.
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Old 19 March 2010, 10:30   #16
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Slightly off topic I think you'll have a hard time squeezing the gfx+palette of the original in Bagitman.
Exactly, I spent some time and I will spent more .
Now everything what I need its a good converter from picture to tiles set. Probably I will write special converter for Bagitman.

Quote:
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On my PC Bagman uses 10% of the CPU, and that's with 2x render resize & sound. I think I can squeeze it on the Amiga.
Its depend how fast CPU you have
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Old 21 March 2010, 15:36   #17
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yep. Got a 68060, should do it. I'll open another thread for cross GCC
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Old 22 March 2010, 09:37   #18
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I'll open another thread for cross GCC
Great. I will follow up.
I don't want make mess in this thread too. And I will make new thread about Bagitman improvements in project.Amiga Game Factory.
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Old 08 April 2010, 02:16   #19
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Ok I stumped the cash for Cubic IDE (easter offer @ 20 EUR).

It's not a bad little IDE, a bit strange at first but you get used to it. It comes with gcc 2.95 which appears to be the best option for classic users.

The first problem is trying to get it to debug my C++ program, any pointers?
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Old 08 April 2010, 02:24   #20
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Mmmm......looks like you can only use the source level debugger with StormC3

Well that's not much good to me. How are you meant to write any code if you can't debug it (I'm good, but I'm not THAT good).

I've got a feeling you have to that silly OS4 type hack (console/server) to debug gcc for OS3.x.

Last edited by NovaCoder; 08 April 2010 at 02:33.
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