David, if you're trying to fix my errors, I might point out that TMC's patch fixed everything up to: ---`build\blit.o' not found ...which is the error you just described in this email. So we're both on the same page.
(Note that I still have my hacky SVN fix in place; TMC's patch only fixed the ENV's path and a few minor points.) -->Seth On Fri, Sep 17, 2010 at 3:09 PM, David Gowers <00a...@gmail.com> wrote: > On Fri, Sep 17, 2010 at 3:32 PM, Ralph Versteegen <teeem...@gmail.com> wrote: >> On 16 September 2010 23:42, David Gowers <00a...@gmail.com> wrote: >>> On Thu, Sep 16, 2010 at 8:35 PM, Mike <caron.m...@gmail.com> wrote: >>>> IIRC, you need to include -m game while compiling game.bas itself. >>>> Possibly while compiling all modules. >> >> So far I've only tried it under windows. I got much further than Seth. >> I didn't have his problems with svn. "scons env="PATH:%PATH%"" doesn't >> work for me; I doubt it's correct. Instead I appended the Environment >> constructor call: >> >> env = Environment (OHRGFX = env.get('OHRGFX','sdl+fb'), >> ... >> ENV = os.environ) > > This is specifically noted as probably evil and probably not what you > want, in the SCons docs; > So I specifically imported only the PATH ('PATH = env[path]') > (In my fixed ver, which I started working on when I saw Seth's email) > >> >> It's interesting that SCons ignores the environment's PATH by default. >> While this is mostly fine on Unix, it means you are pretty much always >> going to have to add the external PATH to env under Windows if you're >> calling any external programs. > Good point, thanks. > >> >> I found and fixed quite a few other problems (see patch), however I >> get stuck at this point: >> >> scons: *** [build\game.exe] Source `build\blit.o' not found, needed by >> target `build\game.exe'. >> scons: building terminated because of errors. >> >> Looks like the rules for .c files are default, so I have no idea >> what's going on here. > Well, you have done mainly good fixes, with a few weird happenings. > > What you did with blit.o appears to be one of the weird things. > My original line was definitely not correct, you remedied it to be > incorrect in a different way ^_^ Looking at makegame.bat, it's pretty > clear that on windows, we want to just link ``win32\blit.o`` and > ``win32\base64.o``, rather than compiling object files which we can > then link. > >> >>> -- ie build game and custom. >>> It needs testing on Windows.. in particular, I don't know whether >>> --std=c99 will work for some of the Windows music .c source files >>> (it's currently used for all C compilation) >> >> There are no music .c source files (there was a typo: audwrap.c should >> be audwrap.o). > .. or audwrap/audwrap.o? > that's what it looks like to me. > >> Note that audwrap and music_native work under linux >> (IIRC, you should be able to compile audwrap even if you don't have >> audiere installed, but you can't link the whole program). > > Okay, thanks for the hint. (I've now linked that into the build process) > >> music_native2 is windows-only. >> >> It looks like you're using a mix of compiling .c files, and using the >> precompiled audwrap.o files. Currently we don't require gcc to compile >> the OHR under windows. The Makefile doesn't assume gcc is available >> either. Whether or not the scons build system depends on gcc is a >> completely independent question; > It doesn't; it will autodetect C and C++ compilers. > >> but I suggest sticking to one style >> or the other. >> > > yeah, point taken. > > Updated SConscript attached in my reply to Seth following this. > _______________________________________________ > Ohrrpgce mailing list > ohrrpgce@lists.motherhamster.org > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > _______________________________________________ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org