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Custom options are no longer supported, I mean. I use the -warpup option which is defined in the specs file to build for WarpOS. In the newer gcc versions only options compiled into gcc can be changed using the specs file. Custom options are ignored.
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One could simply solve this (on Linux at least) by doing: Code:
alias ppc-morphos-gcc='ppc-morphos-gcc --specs=SPECSFILE' Elf2exe2 usage: ./Elf2exe2 elf-file hunk-file 1. elf2hunk from AROS repo: it does exactly this, but it's main purpose is to convert m68k-elf to m68k-hunk, so it requires some modification to produce the extended hunk format. elf2hunk usage: ./elf2hunk elf-file hunk-file 2. vlink: according to the documentation it is possible to convert elf-files to amiga extended hunk format, I've done some tests, but with my version of vlink it gives me a segmentation fault for milkytracker, but works flawlessly with other smaller files. vlink usage: ./vlink elf-file -bamigaehf -o hunk-file I intend to investigate how vlink does things and do a fork of elf2hunk to replicate the functionality of Elf2exe2. All the information is there, someone just needs to do it. The biggest hurdle is that I do not own a PPC accelerator, so I have no way to test the executables on hardware, but is it possible to set up UAE + QEMU-PPC to do a WarpOS setup? If so how? Anyone got a guide? Sorted! |
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config -> expansion: -> Accelerator Board Settings: ---> Phase 5 - CyberStorm ---> CyberStorm PPC -> Accelerator Board ROM file: ---> Cyberstorm PPC (128k) -> Accelerator Board memory: 128mb expansion roms are on the ftp/zone - expansion_boot_roms.zip maybe that is already enough - cannot remember exactly. but I have no idea which system software you need |
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All I had to do was installing up to date WarpOS on OS39. :) |
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I think EHF is only for StormC. The WarpOS stuff I compile mostly have the standard hunks..Try the Aros one, I'd say.
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#include<stdio.h> Code:
$ ppc-warpos-g++ -Wall -fno-rtti -mhard-float -O3 -fomit-frame-pointer -fno-exceptions -warpup -t WarpOS/test.cpp -o test.elf Do you have any test sources I can use to test build something? |
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https://github.com/Sakura-IT/SonnetA...ols/bogomips.c Granted I've only tried to compile this under VBCC but it should work. Also regarding UAE, from what I've seen, UAE is not so great for WarpOS. If the app launches then usually you're fine but I gave up on it as there's about a 50% chance the powerpc.library crashes on launching an app. So I could run a large compile and that would go fine up until elf2exe2 was called then about a 50% chance it would crash at that point. |
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What kind of junk? Not that I'm going to be able to help but just curious. Also I believe in you, make it work.
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test.hunk generated by elf2hunk just gives me error #8000 0004 (memory), doesn't even launch WarpOS. loadelfwos launches test.elf in WarpOS, but gives an error. test.exe generated by elf2exe2 launches in WarpOS, and gives the same error as loadelfwos did. Comparing test.hunk and test.exe in a binary/hex comparison/diff shows that he end result is completely different in the binaries. But my conclusion is that something isn't exactly right when the binary was compiled in the toolchain either. So far I've tested with gcc-5, but since gcc-4 works on MorphOS for Hedeon, I'll give that a go next. If that does work, that means I need to do changes to the specs file that Hedeon made for gcc-4 to make it work with gcc-5+ setups. If you feel like messing about with this yourselves sometime, I've made a pretty straightforward morphos cross toolchain install script, which is located here: https://github.com/AmigaPorts/morphos-cross-toolchain Then combine that with: http://aminet.net/package/dev/gcc/gcc-mos2wos Replace warpcollect in lib/gcc-lib/ppc-morphos/[VERSION]/ with your own compile of http://aminet.net/package/dev/c/warpcollect with modified paths. Or simply change lib/gcc-lib/ppc-morphos/[VERSION]/specs to use collect2 instead of warpcollect, and use Elf2exe2 on MorphOS/WarpOS AROS elf2hunk is located here: https://github.com/michalsc/AROS/blo...unk/elf2hunk.c it requires some modification and knowledge about elf and hunk headers. I've already begun to make changes to the toolchain install script to accomodate for a warpos setup. Usage: Code:
$ ./toolchain-morphos -h Code:
./toolchain-morphos --prefix /opt/ppc-morphos --gcc gcc5 Code:
./toolchain-morphos --prefix /opt/ppc-warpos --gcc gcc5 -warpup |
Here is where I was going to show a screenshot of a new project that just got built but my sys partition has been eaten....
New version of SDL 1.2.15 working with new SDL_Mixer and SDL_Image let me finally get this running. Freesynd 0.7 for Classic Amiga. https://i.imgur.com/yIBGNOP.png Then I read the readme and it has a lot of problems like every shot is a one hit kill.... and stuff. Oh well it was a good test of the libs. |
Steve House fixed the ASL requester, it now works properly on WarpOS.
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Assuming you're talking about MilkyTracker of course. |
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Here someone see if they can make this work. It's Retroarch built with SNES2010, no other cores included-for now. I guess it needs xmb/monochrome/ and named_boxarts.png. Oh and a config file of some sort.
It's totally untested other than crashing with a black window looking for skins. If it does work then I'll try to add some more cores. Final Burn Alpha seemed to build alright but it was built for MorphOS so optimistically it'd just need a recompile. The xmb skin assets can be downloaded here: https://github.com/libretro/retroarc...ive/master.zip I guess XMB needs GL, so RGUI it is. Attachment removed, I don't think it does anything. A little progress :crazy https://i.imgur.com/y67wYfd.png |
After trying to get various cores to work I found one that does sort of work to an extent. Libretro-PrBoom running from Retroarch:
https://i.imgur.com/DERO1VM.png |
Small status update, things are running faster but still not quite fast enough. PrBoom and Snes2005 cores work, PrBoom runs quite well and sound is good except for lacking music yet, Snes is still a bit slow and sound is glitchy. Problem I'm having with some of the other cores is the C++ limitation, or all of the game code in a C core is fine but it will have a single C++ source which causes all sorts of havoc. Haven't thought of a way of getting around that yet.
Also OpenTyrian kind of works but input is lagged to hell so it looks and sounds fine it's not playable because the input is horrible. Had the idea to build the one .cpp include with 2.95.3 in a FBAlpha core, this was the result: Code:
LD retroarch |
Great work so far grelbfarlk! Interesting updates!
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