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 Post subject: Building Gargoyle
PostPosted: Sat Feb 24, 2018 2:32 pm 
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Posts: 260
Has anybody been able to get the current Gargoyle to compile under Win32?


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PostPosted: Sat Feb 24, 2018 8:23 pm 
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ralphmerridew wrote:
Has anybody been able to get the current Gargoyle to compile under Win32?

As far as I know, Gargoyle is intended to be cross-compiled to Windows via MinGW. At least the Jamrules file appears to only set up a Windows build properly if CROSS is set to true. I'm sure it'd be possible, and possibly trivial, to adapt it to build on Windows itself, with MinGW. You can take a look at windows.sh as a rough guide, which is a script I intend to use to build the official Windows build for the next release.

If you're already talking about building with a cross compiler, it should be as simple as:

Code:
jam -sC++=i686-w64-mingw32-g++ -sCC=i686-w64-mingw32-gcc -sOS=MINGW -sMINGWARCH=i686-w64-mingw32 -sCROSS=1


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PostPosted: Tue Mar 06, 2018 9:58 pm 
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Okay, I booted into Linux, and tried again.

Under make, rerunning make should only attempt to recompile the files that need to be recompiled. Ordinarily, make stops at the first failure; make -k will attempt to compile any needed file whose dependencies are met. With Gargoyle's jamfile, every attempt to run Jam ended up trying to recompile every file. Unfortunately, garglk was failing to compile (missing dependencies), but then all the platform-independent parts of the interpreters would compile fine. So all the error messages from garglk would be buried under all the messages from the interpreter compilation, and it was spending a lot of time recompiling all the platform independent parts. Is this a problem with Jam, or does Gargoyle use Jam poorly?

(I was able to eventually get the Linux version to compile, but I couldn't get all the dependencies to cross compile the Windows version.)


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 Post subject: Re: Building Gargoyle
PostPosted: Wed Mar 07, 2018 8:57 am 
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Joined: Tue Apr 20, 2010 2:48 pm
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Location: Greece
You would need a cross compiler, and also cross-compiled library dependencies. Maybe MXE will work:

http://mxe.cc

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PostPosted: Wed Mar 07, 2018 1:41 pm 
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ralphmerridew wrote:
Is this a problem with Jam, or does Gargoyle use Jam poorly?

Maybe both? I have a CMake-based branch I want to use to replace the Jam-based build system, but not until after the next release. At this point Jam is used because it's been there for years. Unless somebody really likes Jam and is willing to commit to getting the Jam system in shape, I will soonish bring the CMake system in place.

ralphmerridew wrote:
(I was able to eventually get the Linux version to compile, but I couldn't get all the dependencies to cross compile the Windows version.)

Gargoyle should include all dependencies for Windows builds. Feel free to create a new issue at https://github.com/garglk/garglk/issues with details of the failure you're seeing.


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 Post subject: Re: Building Gargoyle
PostPosted: Sat Mar 10, 2018 5:16 am 
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I'm using Jam to build the latest source without any problems. Recently I even managed to build a highly optimized version of Gargoyle (SSE2 instruction set, loop unrolling, etc). It should run much faster on huge .gblorbs.

Here it is, built with MinGW 7.2.0 under Windows 7.

gargoyle_06-Mar-2018.zip

Code:
    case RELEASE :
        Echo "BUILD is RELEASE" ;
        OPTIM = -O3 -msse2 -faggressive-loop-optimizations -funroll-loops -s $(CFLAGS) ;
        LINKFLAGS = $(LDFLAGS) -s ;
        SHRLINKFLAGS = $(LDFLAGS) ;
Code:
set JAM_TOOLSET=MINGW
jam -sOS=MINGW -sCC=gcc -sCXX=g++ -j%NUMBER_OF_PROCESSORS%


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 Post subject: Re: Building Gargoyle
PostPosted: Tue Apr 17, 2018 10:35 am 
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Just updated the Windows build from the latest github sources. Enjoy.

gargoyle_17-Apr-2018.zip


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 Post subject: Re: Building Gargoyle
PostPosted: Tue Apr 17, 2018 12:20 pm 
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Has there been a recent update for Mac? Every game I have opened with Gargoyle freezes a the command prompt. When I looked it the GitHub release page it looked like the date was 2011...unless I'm just reading it wrong.

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 Post subject: Re: Building Gargoyle
PostPosted: Tue Apr 17, 2018 12:53 pm 
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You may remember this old thread. viewtopic.php?f=38&t=20632

Zarf has released updates here: https://github.com/erkyrath/garglk/releases

It would be great if Zarf could seize control of https://github.com/garglk/garglk/ … I think we just need a little more Wille zur Macht

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 Post subject: Re: Building Gargoyle
PostPosted: Tue Apr 17, 2018 2:06 pm 
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I was calling for help on the mailing list for a while, but I'm not qualified to just seize the damn thing and run it. I don't know what all the issues are.

Also, busy these days.


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