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Old 03 May 2021, 21:18   #141
BSzili
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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:
make CC="m68k-amigaos-gcc -noixemul -m68060 -m68881" CXX="m68k-amigaos-g++ -noixemul -m68060 -m68881" AS="vasm -Faout -quiet -phxass -m68060 -DM68060" AR=m68k-amigaos-ar RANLIB=m68k-amigaos-ranlib PLATFORM=AMIGA AMISUFFIX=".060"
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Old 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 :-)
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Old 04 May 2021, 05:44   #143
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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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Old 05 May 2021, 09:21   #144
arti
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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
and add this in pragmas.c in line 176

Code:
#elif defined(__AMIGA__)  		// __AMIGA__
//
// Amiga 68k C Inline Assembler version
//
otherwise there would be multiple definitions.

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.
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Old 05 May 2021, 18:29   #145
BSzili
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Quote:
Originally Posted by arti View Post
I've compiled SW with bebbo gcc 6.5.0b but game crash.
I have no clue about this crash, maybe something GCC6 specific?
Quote:
I had to set those to 0 in makefile.shared

Code:
USE_POLYMOST ?= 0
USE_OPENGL ?= 0
USE_ASM ?= 0
Oops. I probably have a makefile.user file with those definitions. you can specify them to the make command, since they are only initialized with ?= in the makefile. For example
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:
and add this in pragmas.c in line 176

Code:
#elif defined(__AMIGA__)          // __AMIGA__
//
// Amiga 68k C Inline Assembler version
//
otherwise there would be multiple defifnitions.

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"
Nice catch with pragmas.c, why didn't my linker complain about this? I'll make sure to fix this.
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Old 06 May 2021, 09:15   #146
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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.
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Old 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
Using Bebbo's toolchain, all tools should produce objects in hunk format...
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Old 07 May 2021, 06:41   #148
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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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Old 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.
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Old 07 May 2021, 07:57   #150
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And it actually runs! :-O
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Old 07 May 2021, 08:23   #151
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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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Old 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
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Old 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.
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Old 07 May 2021, 09:21   #154
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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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Old 07 May 2021, 09:24   #155
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Yay! It works, I had to update also libnix
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Old 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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Old 19 May 2021, 16:32   #157
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can anybody compile it for warpos? plz
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Old 19 May 2021, 21:59   #158
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TX BSzili, almost perfect on V1200.....
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Old 22 May 2021, 06:47   #159
BSzili
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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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Old 22 May 2021, 09:45   #160
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Thanks BSzili !!
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