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GL Frontier: Elite 2 |
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andrew (18:42 1/7/2007) SimonC (20:46 2/7/2007) Lampi (13:27 3/7/2007) Phlamethrower (13:37 3/7/2007) Lampi (14:00 3/7/2007) Phlamethrower (14:14 3/7/2007) andrew (18:43 3/7/2007) flibble (19:48 3/7/2007) Lampi (09:50 4/7/2007) filecore (10:53 4/7/2007) Phlamethrower (11:01 4/7/2007) andrew (19:33 4/7/2007) Phlamethrower (19:54 4/7/2007) andrew (13:47 30/9/2007)
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Andrew |
Message #103237, posted by andrew at 18:42, 1/7/2007 |
Handbag Boi
Posts: 3439
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http://www.tomatarium.pwp.blueyonder.co.uk/glfrontier.html
Will this compile on RISC OS? |
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Simon Challands |
Message #103269, posted by SimonC at 20:46, 2/7/2007, in reply to message #103237 |
Right on, Commander!
Posts: 398
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I believe most of the game code is still x86. |
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James Lampard |
Message #103281, posted by Lampi at 13:27, 3/7/2007, in reply to message #103269 |
Posts: 190
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I believe most of the game code is still x86. Actually it can convert the x86 code into C which is clever.
Unfortunatly there are lots of type warnings (The source assumes chars are signed - on the ARM they aren't) and I don't have the 200 -300MB RAM the README file claims you need to compile the resulting source file. |
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Jeffrey Lee |
Message #103282, posted by Phlamethrower at 13:37, 3/7/2007, in reply to message #103281 |
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Posts: 15100
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(The source assumes chars are signed - on the ARM they aren't) That can be changed with a compiler option, can't it?
and I don't have the 200 -300MB RAM the README file claims you need to compile the resulting source file. I do... but IyonixMesa doesn't work on my graphics card so I wouldn't be able to test anything |
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James Lampard |
Message #103283, posted by Lampi at 14:00, 3/7/2007, in reply to message #103282 |
Posts: 190
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(The source assumes chars are signed - on the ARM they aren't) That can be changed with a compiler option, can't it? Cool, I didn't realise that. I was put off by lots of 'this if can never be true' warnings from GCC and I didn't fancy checking and changing loads of char definitions.
I should mention there are some directory issues too. As68k reads a .s file (which I had to change to _s in the Makefile) and then writes some .c.s files. I also had to setup a UnixEnv$As68K$Sfix variable.
and I don't have the 200 -300MB RAM the README file claims you need to compile the resulting source file. I do... but IyonixMesa doesn't work on my graphics card so I wouldn't be able to test anything The "Source - Framebuffer only (no openGL) version" which was the version I downloaded shouldn't need it. |
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Jeffrey Lee |
Message #103284, posted by Phlamethrower at 14:14, 3/7/2007, in reply to message #103283 |
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Posts: 15100
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The "Source - Framebuffer only (no openGL) version" which was the version I downloaded shouldn't need it. Ah, nice |
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Andrew |
Message #103292, posted by andrew at 18:43, 3/7/2007, in reply to message #103281 |
Handbag Boi
Posts: 3439
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I believe most of the game code is still x86. Actually it can convert the x86 code into C which is clever.
Unfortunatly there are lots of type warnings (The source assumes chars are signed - on the ARM they aren't) and I don't have the 200 -300MB RAM the README file claims you need to compile the resulting source file. That sounds ridiculous - the game patched or otherwise required about 500K from DOS (hopefully try it on the PC card at some point) as Iunderstand it. How does that get multiplied 100 times or more? |
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Peter Howkins |
Message #103293, posted by flibble at 19:48, 3/7/2007, in reply to message #103292 |
Posts: 892
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How does that get multiplied 100 times or more? Huge symbol table, huge functions or huge tables of data. More likely I guess if the code being compiled is generated C rather than hand written.
Note binary size or memory usage of a compiled program doesn't have to have a huge amount in common with the memory required by the compiler.
But it still seems rather a lot. |
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James Lampard |
Message #103300, posted by Lampi at 09:50, 4/7/2007, in reply to message #103292 |
Posts: 190
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That sounds ridiculous - the game patched or otherwise required about 500K from DOS (hopefully try it on the PC card at some point) as Iunderstand it. How does that get multiplied 100 times or more? Source size != Object size. |
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Jason Togneri |
Message #103306, posted by filecore at 10:53, 4/7/2007, in reply to message #103300 |
Posts: 3868
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Knowing absolutely fuck all about these things, can't you compile it on an emulated version of the OS with memory bumped up as high as it'll go? |
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Jeffrey Lee |
Message #103307, posted by Phlamethrower at 11:01, 4/7/2007, in reply to message #103306 |
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Posts: 15100
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Knowing absolutely fuck all about these things, can't you compile it on an emulated version of the OS with memory bumped up as high as it'll go? Yes - but a much better option would be to compile it on a proper Linux/Windows/etc. machine using the GCCSDK cross-compiler. |
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Andrew |
Message #103311, posted by andrew at 19:33, 4/7/2007, in reply to message #103300 |
Handbag Boi
Posts: 3439
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That sounds ridiculous - the game patched or otherwise required about 500K from DOS (hopefully try it on the PC card at some point) as Iunderstand it. How does that get multiplied 100 times or more? Source size != Object size. So the object code is colossal - I don't see why. Is it that inefficient? |
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Jeffrey Lee |
Message #103312, posted by Phlamethrower at 19:54, 4/7/2007, in reply to message #103311 |
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Posts: 15100
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No, the source size is colossal. Or at least, it requires a colassal amount of RAM to compile it. |
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Andrew |
Message #104613, posted by andrew at 13:47, 30/9/2007, in reply to message #103312 |
Handbag Boi
Posts: 3439
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Apparently there's an OpenGL verson of FFE as well.
http://wiki.alioth.net/index.php/FFE |
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