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If you have any questions on programming, this is the place to ask them, whether you're a newbie or an experienced programmer. Discussion on programming in general is also welcome. We will help you with programming homework, but we will not do your work for you! Any porting requests must be made in Developmental Ideas.
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bogglez
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Re: Wiki feedback

Post by bogglez »

Updated the script. Hopefully this makes the toolchain build on newer OS X with and without homebrew.
Also parallelized the build where it's safe (gcc doesn't seem to be safe, kos and kos-ports are).

Code: Select all

- Parallelized make. Uses getconf to get core count if available, otherwise uses 2 cores. Not used for gcc build since it would fail (perhaps a bug in the dc-chain Makefile?).
- If brew is available on OS X, use it to install libjpeg and libpng (and link them to /usr/local).
- If no package manager is available, check for zlib, libjpeg, libpng in /usr and /usr/local, otherwise download them from official website and install them there. Code is downloaded to /usr/local/src (e.g. on OS X without brew).
- Use binutils 2.27 instead of 2.23.2, otherwise build fails on OS X El Capitan due to undefined behavior in binutils C code.
- Redownload config.{guess,sub} if downloaded file is 0 bytes as well (after error).
- Replace malformed texinfo syntax regarding email, which would make the build fail on newer texinfo versions.
- Suppress printing warnings during gcc build using -w. Has no effect on build succeeding.
- sudo check is performed at start of script (if not using msys2).

EDIT: decided not to build kos-ports in parallel after all. There seems to be a race condition in the dependency check.
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Re: Wiki feedback

Post by ant512 »

Decided to try this out with a fresh install of OS X Sierra to see if my setup is confusing things. I installed Homebrew, then installed wget, then ran the latest script.

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for i in `ls */kos/dreamcast.cnf | sed -e "s%/kos/dreamcast.cnf%%g"`; do make -C $i || exit -1; done
kos-cc  -c ext2fs.c -o ext2fs.o
kos-cc  -c bitops.c -o bitops.o
kos-cc  -c block.c -o block.o
kos-cc  -c inode.c -o inode.o
kos-cc  -c superblock.c -o superblock.o
kos-cc  -c fs_ext2.c -o fs_ext2.o
kos-cc  -c symlink.c -o symlink.o
kos-cc  -c directory.c -o directory.o
rm -f /opt/toolchains/dc/kos/addons/lib/dreamcast/libkosext2fs.a
/opt/toolchains/dc/sh-elf/bin/sh-elf-ar rcs /opt/toolchains/dc/kos/addons/lib/dreamcast/libkosext2fs.a ext2fs.o bitops.o block.o inode.o superblock.o fs_ext2.o symlink.o directory.o 
/opt/toolchains/dc/sh-elf/bin/sh-elf-ar: fs_ext2.o: No such file or directory
make[2]: *** [linklib] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [all] Error 255
make: *** [all] Error 255
/opt/toolchains/dc/kos/addons/lib/dreamcast is empty.

Oh, and I got two Homebrew errors saying that the PNG and JPEG libraries were already linked.
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Re: Wiki feedback

Post by Bouz »

Hi everyone,
First, I would like to thank you for all your work on the toolchain automatic installation procedure.
Today, I have decided to move from my old Linux machine to Windows.
I have followed the tutorial and run the magic script under a new newly installed MSYS2.
Everything went fine and seemed to install and build correctly.
But when I tried to compile my old code, I found a problem that I will probably not be the only one to face.
I got the attached message, saying netinet/in.h was not found while trying to compile genromfs (in kos/util folder). As this tool is needed for romdisk creation, I am completely stuck.
As this tool is intented to be run on a PC, I don't think I can use the include file from the kos include folder. Is there any additional package to be installed on MSYS2 to make it work?

Thanks in advance for your help. If I can make this work, I will try to send you a demo of my antic (10 year old) game project ;-)
Attachments
The error message
The error message
genromfs.png (7.47 KiB) Viewed 14101 times
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Re: Wiki feedback

Post by bogglez »

Bouz wrote:Hi everyone,
First, I would like to thank you for all your work on the toolchain automatic installation procedure.
Today, I have decided to move from my old Linux machine to Windows.
I have followed the tutorial and run the magic script under a new newly installed MSYS2.
Everything went fine and seemed to install and build correctly.
Glad to hear that. What version of Windows are you using? Windows 10 64 bit?
Bouz wrote: But when I tried to compile my old code, I found a problem that I will probably not be the only one to face.
I got the attached message, saying netinet/in.h was not found while trying to compile genromfs (in kos/util folder). As this tool is needed for romdisk creation, I am completely stuck.
As this tool is intented to be run on a PC, I don't think I can use the include file from the kos include folder. Is there any additional package to be installed on MSYS2 to make it work?
That header should be part of libc. Can you try

Code: Select all

find /usr/include -name in.h
to see whether the file exists? Since you compiled other C programs I think it should be there

Another possibility: msys2 setup comes with two shells, msys2 and cygwin.
In the tutorial I tell you to use the msys2 shell. It doesn't add unix compatibility layers to Windows programs, but creates "native" Windows programs instead.
Maybe in.h is not in the PATH in that shell? If you try typing "make" in the cygwin shell instead, you will have more stuff in your PATH.
Bouz wrote: Thanks in advance for your help. If I can make this work, I will try to send you a demo of my antic (10 year old) game project ;-)
dc junkyard will write a 10 page article about it, I'm sure :)

EDIT: I looked at the source code and the header seems to be used for ntohl() only. So if you comment that header out and add in a macro for that it should compile as a dirty workaround.
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Re: Wiki feedback

Post by lerabot »

Also wanted to chime in and give a big thank you to the KOS automatic script.

As a thank you, I'm currently rewriting the python export script to support the newer blender build...
Hopefully someone still uses it.. ;)
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Re: Wiki feedback

Post by bogglez »

lerabot wrote:Also wanted to chime in and give a big thank you to the KOS automatic script.

As a thank you, I'm currently rewriting the python export script to support the newer blender build...
Hopefully someone still uses it.. ;)
I'm glad it's of use!
Someone else started a new importer script so i stopped working on my own, but we haven't heard anything since.. It would be nice to have a common standard, so I'm sure it would be appreciated!
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Re: Wiki feedback

Post by lerabot »

The one i'm working on is just an update of the API.
So hopefully it should just work as last one, but with the newer API.

Mine requires that you actually open blender, select an object and run the script.

I did a bunch of stuff with BGE (blender game engine) and blender in general and if people use it and want specific script i'd be happy to help.

I've just started to do 2D stuff with KOS, but I'd really like to make a script that would essentially convert a blender "scene" into a KOS compatible data file. Mostly the object (models) position, camera, maybe ligthts? etc.

Of course you'd need some sort of function that would load it all (dangerous) or partially in KOS.

If people have any interests in that I'd be glad to help on the Blender stuff while someone more knowledgable of KOS handle the loading, displaying and texturing.
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Re: Wiki feedback

Post by bogglez »

lerabot wrote: [...] I'd really like to make a script that would essentially convert a blender "scene" into a KOS compatible data file. Mostly the object (models) position, camera, maybe ligthts? etc.
Of course you'd need some sort of function that would load it all (dangerous) or partially in KOS.
If you're going to load the whole scene you're essentially writing a game engine, which you really really don't want to do. You will fail to complete the project and the code will rot and you will have wasted your time.

I think it's a better approach to provide extensible "middleware". That is, code which programmers can integrate into their own game engine easily instead of implementing the full functionality themselves.
For example programmer A might be using a 3D model format with skeletal animation, while programmer B uses his own incompatible format with key frame animation, but both are happy with (mostly) the same scene format. If you provide easily extensible and easy to understand middleware for this, they will feel inclined to use your solution and you thereby increase the quality of homebrew games and the probability that homebrew games are finished at all.
But if your scene format also demands a particular 3D model format for example then many people won't even consider your solution.

So the most useful thing to do in my opinion is to
1. Define a simple scene format specification with documentation, so everybody understands how to parse it and what features it has. Allow for custom attributes and extensions (if my lights make use of a special "bloom" attribute in my renderer that shouldn't stop me from using your scene format).
2. Provide an export script with heavy commenting so people won't get scared of extending/fixing it in the future when you lose interest in DC development for a year (and of course come back eventually).
3. Provide a barebones library/reference implementation/example code that parses this scene file. When you encounter problematic scene nodes like 3D models, provide callbacks/empty functions which programmers can customize (so the work of parsing 3D mesh information in the scene file is done by you, but actually loading the file is done by the respective programmer).

Also check out this thread of the previous effort, including a link to that code repository and feedback me and others gave: viewtopic.php?f=29&t=103833
And please don't use XML. :)
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Re: Wiki feedback

Post by lerabot »

Well put.
I definitely didn't want to make a loadAllBlenderObjectIncludingEverything() function, but rather a way to export a whole scene.

Like I said, I never even loaded a 3D model into KOS. I merely adapted the export script to work with blender current API.

This would of course not necessarily mean it is all loaded at the same time, but that the exported object could contain some LocRotScale infor of the original scene.
By reading the topic you linked, I saw that PH3NOM engine used some quake format. I could adapt a blender script to work more toward that file format.

In the end I'd be just happy to contribute to the dreamcast dev scene while learning more about KOS stuff.
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Re: Wiki feedback

Post by bogglez »

lerabot wrote: Like I said, I never even loaded a 3D model into KOS. I merely adapted the export script to work with blender current API.
There are examples for drawing 3D geometry in kos/examples -> pvr and kosgl. There is no middleware for rendering scenes or 3D models, however. So yeah, most homebrew devs just make 2D games and your middleware would make it more like for people to try making simple 3D games.
lerabot wrote: This would of course not necessarily mean it is all loaded at the same time, but that the exported object could contain some LocRotScale infor of the original scene.
This is the stuff that should be part of your spec.
lerabot wrote: By reading the topic you linked, I saw that PH3NOM engine used some quake format. I could adapt a blender script to work more toward that file format.
He doesn't seem to be using that anymore, but he's also skilled enough to work on his custom solution. You should think about beginner/intermediate programmers who would otherwise not make a 3D game instead. People who won't be making the next Sonic Adventure (3D games with 3D gameplay take certain math skills etc), but 3D games with 2D gameplay (instead of drawing sprites they draw 3D models on a 2D plane). Before we talk about making complex games, we should talk about making 3D games at all.

Scene formats can also be extremely complex, and I suggest you think about the compromises and the feature cut-off you want to make.
You could have a BSP-tree based scene like Quake or a portal-based scene ("rooms" linked by "portals/doors"), no support for either (just a single huge mesh), support for both..
You could have AI waypoints or navigation meshes.
You could have collision volumes completely separate from displayed geometry or just for volume triggers and and and..
Try to come up with the kinds of games people are likely to make and cater to those needs. If unsure, ask what the community wants to work on and offer support.
When possible, allow future extensibility, but don't overthink it.

An example of common extensibility for binary file formats are chunk-based file formats, where you have

Code: Select all

[Version=1.0]
[Chunk_Type=4|Dynamic_Objects][size = 5 kilobytes][5 kilobytes of data]
[Chunk_Type=10|Collision_Volumes][size=256 kilobytes][256 kilobytes of data]
[Chunk_Type=5|Navigation_Meshes][size=128 kilobytes][128 kilobytes of data]
[Chunk_Type=3|Waypoints][size=128 kilobytes][128 kilobytes of data]
[Chunk_Type=40008|bogglez_Fog_Volumes][size = 5 kilobytes][5 kilobytes of data]
A file parser can then just ignore any chunks it doesn't understand, because the size of its data of unknown format is known. This also allows you to have waypoints + navigation meshes or just one of them. The parsing code is then just

Code: Select all

while(pos < end) {
   type = read_int(pos);
   pos += sizeof(Chunk_Type);
   size = read_int(pos);
   pos += sizeof(Chunk_Size);
   switch(type) {
     case CHUNK_TYPE_NAVIGATION_MESHES:
       parse_chunk_navigation_meshes(pos, pos + size);

     // ....

     default: puts("Warning: unhandled chunk type in scene");
   }
   pos += size;
}
For inspriation, you may want to look at simple scene formats like for Super Mario 64.
lerabot wrote: In the end I'd be just happy to contribute to the dreamcast dev scene while learning more about KOS stuff.
Let's go :)
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Re: Wiki feedback

Post by Bouz »

Hi, just a quick update...
I still had no success with my compilation and many header files seem to be missing. I will post detailed result when I finally succeed! I don't have enough time to dig into it fir now :-/
One thing to notice: if you have Avast as an antivirus, then you should disable access time scan on your msys base folder. The antivirus makes all a.exe compiled files hang. This drives to all Configure scripts being locked (as they build an a.exe binary and launch it).
Thanos again for your help!
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Re: Wiki feedback

Post by bogglez »

It's entirely possible for your antivirus to interfere with things. In this case please remove kos and rerun the script with antivirus completely disabled, please.
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Re: Wiki feedback

Post by AtariOwl »

HI Trying to install KOS i am having difficulties.

Using the method outlined on the wiki i run into problems fairly early on (i am using mingw32_shell.bat)
git is not working
neither is wget

i therefore downloaded the files manually and extracted them manually

upon running makefile i get an error

Code: Select all

make[3]: [Makefile:4429: doc/gcc.1] Error 1 (ignored)
And then several lines further down

Code: Select all

make[3]: Leaving directory '/d/KOS/opt/toolchains/dc/kos/utils/dc-chain/build-gcc-sh-elf-4.7.3/gcc'
make[2]: *** [Makefile:3840: all-gcc] Error 2
make[2]: Leaving directory '/d/KOS/opt/toolchains/dc/kos/utils/dc-chain/build-gcc-sh-elf-4.7.3'
make[1]: *** [Makefile:858: all] Error 2
make[1]: Leaving directory '/d/KOS/opt/toolchains/dc/kos/utils/dc-chain/build-gcc-sh-elf-4.7.3'
Looking on the internet i tried several things including swap files etc, but to no avail.


I am also trying using cygwin, and Ph3nom's instructions
viewtopic.php?f=29&t=103852&p=1052086#p1052086
but so far without success.

Any help, greatly appreciated
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Re: Wiki feedback

Post by bogglez »

The error message should be higher up in the log. There should also be a log file in the build directory containing the error message.

Also what do you mean git doesn't work? What does it say when you type pacman -S git?What Windows version are you using?
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Re: Wiki feedback

Post by AtariOwl »

Hi bogglez
OK Log files

For Cygwin installation using ph3nom's thread
Rerunning its too big for pastebin

For msys32 installation using the wiki
http://pastebin.com/HJCgrkmy


git doesn't work? Essentially i mean that it does absolutely nothing. I enter the command and nothing happens at all, it simply returns to the command prompt.
As a result i therefore installed github and downloaded the files manually.

when i do pacman -S git

Code: Select all

$ pacman -S git
warning: git-2.10.2-1 is up to date -- reinstalling
resolving dependencies...
looking for conflicting packages...

Packages (1) git-2.10.2-1

Total Installed Size:  24.19 MiB
Net Upgrade Size:       0.00 MiB

:: Proceed with installation? [Y/n] y
(1/1) checking keys in keyring                                                            [###################################################] 100%
(1/1) checking package integrity                                                          [###################################################] 100%
(1/1) loading package files                                                               [###################################################] 100%
(1/1) checking for file conflicts                                                         [###################################################] 100%
(1/1) checking available disk space                                                       [###################################################] 100%
warning: could not get file information for usr/share/man/man3/Git::I18N.3pm.gz
warning: could not get file information for usr/share/man/man3/Git::SVN::Editor.3pm.gz
warning: could not get file information for usr/share/man/man3/Git::SVN::Fetcher.3pm.gz
warning: could not get file information for usr/share/man/man3/Git::SVN::Memoize::YAML.3pm.gz
warning: could not get file information for usr/share/man/man3/Git::SVN::Prompt.3pm.gz
warning: could not get file information for usr/share/man/man3/Git::SVN::Ra.3pm.gz
warning: could not get file information for usr/share/man/man3/Git::SVN::Utils.3pm.gz
(1/1) reinstalling git                                                                    [###################################################] 100%


MINGW32 /d/msys32/usr/opt/toolchains/dc/kos/utils/dc-chain
$ git clone git://git.code.sf.net/p/cadcdev/kallistios /opt/toolchains/dc/kos

MINGW32 /d/msys32/usr/opt/toolchains/dc/kos/utils/dc-chain
$

Neither download.sh nor unpack.sh achieved what they were supposed to either, so i downloaded them manually and uncompressed them manually.

Code: Select all

MINGW32 /d/msys32/usr/opt/toolchains/dc/kos/utils/dc-chain
$ sh download.sh
Downloading binutils-2.27...

MINGW32 /d/msys32/usr/opt/toolchains/dc/kos/utils/dc-chain
$
and unpack.sh simply hangs



I am using Windows 7.

I have tried this on two separate Win7 computers and i experience the exact same problem.

Also i tried following Ph3nom's thread, using cygwin... and my installation fails in the same way during the gcc build.

I have tried with cygwin, i have tried with msys32, currently my machine has both, i don't mind which i use.
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Re: Wiki feedback

Post by AtariOwl »

cygwin run

i'll add more later
last part
http://pastebin.com/vQCqssK3
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Re: Wiki feedback

Post by bogglez »

Thanks for hanging in there. I found an issue and think it solves at least one of your problems.
I've tried building the whole toolchain again on my PC (not Windows though, sorry) and I got an error, too.

The error occurs while gcc is trying to build its documentation (just like yours), i.e. when makeinfo (part of your system) is run.
Since we use an old gcc version, it uses old syntax to be parsed by makeinfo. makeinfo at some point had a breaking change which will not accept old syntax anymore, this broke the kos install.

So to work around this in my install script, I replaced the old makeinfo syntax after gcc was downloaded..
BlueCrab has since kindly integrated this as a patch which is executed when calling "make patch", so that people who don't use my script benefit from it too (I sometimes work around issues, get feedback that it works, then it goes into official kos).

But because I applied that text change, the "make patch" recognizes that its not dealing with the original files and hangs (it asks what to do, BlueCrab: maybe it can be told that it is in non-interactive mode and should error out?). :oops:
I've therefore removed this now unnecessary change and make patch works again. I should've programmed it more defensively, sorry.

So please download the new version of kos_setup.sh, delete the opt directory and rerun the script from a clean slate. I just uploaded the new script

As for the other issue:
I am not sure why "gcc clone" doesn't output anything for you. This should be a separate issue with msys2..
Is it possible that it actually does work, but just doesn't output text?
According to this issue https://github.com/docker/for-win/issues/262 it should be possible to run

Code: Select all

  git clone git://git.code.sf.net/p/cadcdev/kallistios /opt/toolchains/dc/kos
  type stdout # or stderr instead of stdout
to get the output.
That would mean it doesn't flush standard output stdout to the terminal properly :?:
Please tell me whether git clone, download.sh and unpack.sh actually create files in opt/ in your msys directory to test this theory.
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Re: Wiki feedback

Post by bogglez »

I updated the script. Changelog:

Code: Select all

- Remove old makeinfo syntax replacement with sed (now in kos, caused "make patch" to hang)
- Add package installation for Gentoo-based distributions
- Check for pkg-config as well
- Remove binutils version replacement (now in kos)
- Remove CFLAGS=-w from gcc build since it seems to trip gcc's horrible Makefile up on my new system (sadly this makes all the warnings visible again)
- Fixed a problem with CORE_COUNT (nobody seems to have hit this, but it could lead to bad make cli in some cases)
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Re: Wiki feedback

Post by AtariOwl »

Thank You so much for helping

I feel a little less useless in that its not JUST me.



It is not possible git clone and wget were working... they did not download anything or create any files or folders at all opt remains resolutely empty.

i'll have a go with the new kos_setup.sh

Code: Select all

$ sh kos_setup_script.sh
MingW32 detected.
:: Synchronizing package databases...
 mingw32 is up to date
 mingw64 is up to date
 msys is up to date
warning: mingw-w64-i686-binutils-2.27-2 is up to date -- skipping
warning: mingw-w64-i686-gcc-6.2.0-2 is up to date -- skipping
warning: mingw-w64-i686-pkg-config-0.29.1-2 is up to date -- skipping
warning: mingw-w64-i686-libpng-1.6.26-1 is up to date -- skipping
warning: mingw-w64-i686-libjpeg-turbo-1.5.1-1 is up to date -- skipping
warning: diffutils-3.5-1 is up to date -- skipping
warning: git-2.10.2-1 is up to date -- skipping
warning: make-4.2.1-1 is up to date -- skipping
warning: subversion-1.9.3-2 is up to date -- skipping
warning: patch-2.7.5-1 is up to date -- skipping
warning: python-3.4.3-3 is up to date -- skipping
warning: tar-1.29-1 is up to date -- skipping
warning: texinfo-6.1-1 is up to date -- skipping
warning: wget-1.18-1 is up to date -- skipping
 there is nothing to do
Creating directory /opt/toolchains/dc as root, giving users access to it.
Downloading KOS and KOS ports.
and thats it
does not create directories, does not download kos or unpack... nothing
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bogglez
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Re: Wiki feedback

Post by bogglez »

That sucks. I see you use partition D:, I've only used C: on Windows before. Other Windows users also used C:, I think.
Could you install msys2 on C:?

I'm asking because this guy has a problem like that (you can also try his junction thing).
https://github.com/Microsoft/vscode/issues/387

If that doesn't fix it, you can try updating the packages. Run the following command multiple times

Code: Select all

pacman -Syuu
Maybe that fixes the git package..
Last edited by bogglez on Wed Jan 11, 2017 7:02 am, edited 1 time in total.
Wiki & tutorials: http://dcemulation.org/?title=Development
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
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