03 May 2021, 21:18 | #141 | |
old chunk of coal
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I build it with the original Makefile, all the changes are there. If you cross-compile you should specify the actual compilers. For example I build it like this:
Quote:
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04 May 2021, 00:22 | #142 |
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Thank you!
Even with your line it won’t compile out of the box. I’ll fiddle with it some more. I hope I can turn this into a PR later on :-) |
04 May 2021, 05:44 | #143 |
old chunk of coal
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Sure thing. I'm building with GCC 3.4.0 (I used Linux and Cygwin), so with other compilers your mileage may vary.
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05 May 2021, 09:21 | #144 |
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I've compiled SW with bebbo gcc 6.5.0b but game crash.
I had to set those to 0 in makefile.shared Code:
USE_POLYMOST ?= 0 USE_OPENGL ?= 0 USE_ASM ?= 0 Code:
#elif defined(__AMIGA__) // __AMIGA__ // // Amiga 68k C Inline Assembler version // Make: Code:
make -j12 CC="m68k-amigaos-gcc -noixemul -m68040 -fbbb=-" CXX="m68k-amigaos-g++ -noixemul -m68040 -fbbb=-" AS="vasm -Fhunk -quiet -phxass -m68040 -DM68040 -I/opt/amiga/m68k-amigaos/ndk-include" AR=m68k-amigaos-ar RANLIB=m68k-amigaos-ranlib PLATFORM=AMIGA AMISUFFIX=".040" Last edited by arti; 06 May 2021 at 10:34. |
05 May 2021, 18:29 | #145 | ||
old chunk of coal
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I have no clue about this crash, maybe something GCC6 specific?
Quote:
make USE_POLYMOST=0 USE_OPENGL=0 USE_ASM=0 (...). I think I'll add some shell scripts later to make cross compilation easier. Quote:
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06 May 2021, 09:15 | #146 |
old chunk of coal
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I fixed pragmas.c and added two cross-compile scripts. Between building the two versions do a clean with either of these scripts, as the assembly is different between the two.
I also noticed a stupid mistake: I built the 040 version without FPU support! This means that on the 68040 and V2 cards the sound panning and some other functions are hitting the FPU emulation. Fortunately the slopes are drawn using assembly, so they were not affected, but this still caused a small performance drop. When I'm done with Exhumed I'll backport the relevant fixes do another SW release. |
07 May 2021, 06:36 | #147 |
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I'm having no luck getting this this linked:
Code:
m68k-amigaos-ar rc src/libengine.a src/a-c.o src/asmprot.o src/baselayer.o src/cache1d.o src/compat.o src/crc32.o src/defs.o src/engine.o src/kplib.o src/mmulti_null.o src/osd.o src/pragmas.o src/scriptfile.o src/textfont.o src/smalltextfont.o src/amilayer.o src/c2p1x1_8_c5_bm.o src/c2p1x1_8_c5_bm_040.o src/pragmas_68k.o src/a_68k.o src/version-auto.o m68k-amigaos-ar: src/libengine.a: file format not recognized Makefile:222: recipe for target 'src/libengine.a' failed make[1]: *** [src/libengine.a] Error 1 make[1]: Leaving directory '/home/matze/jfsw/jfbuild' Makefile:245: recipe for target 'enginelib' failed |
07 May 2021, 06:41 | #148 |
old chunk of coal
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Just a hunch, but maybe that version of ar doesn't like the object files produced by vasm?
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07 May 2021, 07:32 | #149 |
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Problem solved!
Its a combination of make clean not deleting all .o files and having stale .o files lying around that where compile with -Faout. |
07 May 2021, 07:57 | #150 |
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And it actually runs! :-O
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07 May 2021, 08:23 | #151 |
old chunk of coal
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It's better to use the cross compile scripts for cleaning, to make sure everything is removed. Anyway that's a relief. Which vasm output module worked for you?
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07 May 2021, 09:08 | #152 |
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@pipper
Why it works for you and not me Do you have latest gcc 6? @BSzili vasm -Fhunk |
07 May 2021, 09:09 | #153 |
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-Fhunk did the trick (as Bebbo's toolchain is based around the HUNK format)
One weird thing I noticed is that the sound at some time starts to "lag behind" and in turn slows down the game a lot. Also, the exe crashes when quitting the game, with an illegal instruction. |
07 May 2021, 09:21 | #154 |
old chunk of coal
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I just tried -Fhunk, but my linker doesn't like that. I get undefined references to all of the asm functions, so I'll stay with -Faout for the time being. From what I see I shouldn't switch compilers yet, I hope you'll be able to sort things out with GCC6.
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07 May 2021, 09:24 | #155 |
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Yay! It works, I had to update also libnix
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07 May 2021, 09:41 | #156 |
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Framerate with 040/060/080 is exacly the same on v4.
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19 May 2021, 16:32 | #157 |
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can anybody compile it for warpos? plz
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19 May 2021, 21:59 | #158 |
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TX BSzili, almost perfect on V1200.....
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22 May 2021, 06:47 | #159 |
old chunk of coal
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A new version is out on Aminet. I mainly released it to fix the 040 executable, which no longer uses the FPU emulation in the game code (the renderer always used the FPU for the slopes, just like DOS version). I also updated JFBuild to backport the additional fixes I made for Exhumed, for example the Caps Lock key handling and the synchronized palette updates in fullscreen.
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22 May 2021, 09:45 | #160 |
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Thanks BSzili !!
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