64 Bit Support Required Feb 2015..

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MrPlow

Android is the future!!
That and Garlic Bread!

Bloody Apple and their hoops

Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

Schranz0r

Ok, now we reach the point of no return...

I <3 DGArray's :D

PC:
AMD Ryzen 7 3800X 16@4.5GHz, 16GB Corsair Vengeance LPX DDR4-3200 RAM, ASUS Dual GeForce RTX™ 3060 OC Edition 12GB GDDR6, Windows 11 Pro 64Bit, MSi Tomahawk B350 Mainboard

bigsofty

No iOS support is a pretty serious revenue loss.  :(

HTML5 is not something in aiming at either unfortunately(way too much low level hackish C code in my project, even for Emscripten to handle).
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

spacefractal

#33
That means im cannot countinue to support glbasic, so Spot Race is my last game for now. for me iOS and Android was the main requirements.

But we cant compile on the Mac instead. Im see... We require a Mac to build iOS binaries anyway in xCode.

With the above in mind, could the gcc compiling not to been done on the Mac too, eventuelly using a runable script file, and drop Windows so much as possible?

Im do cant see the issue the two O files could been 64 bit compiled, which can been done on Mac too.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Marmor

maybe kitty can say some words ...

bigsofty

#35
Quote from: spacefractal on 2014-Oct-30
But we cant compile on the Mac instead. Im see... We require a Mac to build iOS binaries anyway in xCode.

With the above in mind, could the gcc compiling not to been done on the Mac too, eventuelly using a runable script file, and drop Windows so much as possible?

Im do cant see the issue the two O files could been 64 bit compiled, which can been done on Mac too.

Sounds like a good idea Spacefractal, take the GLB generated source code across and do the compilation over there. This may need some Mac GLB runtime libs to be compiled by Gernot first though.
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

spacefractal

#36
How is libpng-gf.a and libGLBasiciPhone-egl.a been created?

If they are allready created by GCC and in xCode, then im cant see that issue to compile them using 64bit version here.

Same can should been extractly to been done with libPROGRAM.a really. Eventuelly the compile part can been executed by a bat like script on the Mac. Its only one extra step for us. That script could also take care of icons etc on the xcode project eventuelly, instead doing that on the Windwows side too.

Then im thinks Windows GCC should been dropped completly.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

bigsofty

It could work, obviously Gernot would need to create his closed source static libs on the Mac first. Silly thing is that, it actually could speed up the overall compile as you would only need to do the compile+link once.
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

spacefractal

#38
the two a files can still been closed source. If they are allready compiled using xCode gcc on Mac, then there should not been issue to create a 64bit binaries of those two files at all.

The main issue is the project we create. First at all the source code is first created as cpp files as well varioues other files. But soon after that, the rest of the compiling should been done with xCode gcc in the same way libpng-gf.a and libGLBasiciPhone-egl.a got compiled on the Mac.

GCC on Windows should been dropped and moves to Mac. Same can really been happens with the MacOSx version.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

erico

Maybe we are at a tough end right now, but nothing should be impossible, there must be a way.
I wonder if Trucidare would step around this thread to help share some light on the subject.

I take it as a hard challenge, not and impossible feat. I´m a pessimist/realist person towards almost anything, except GLBasic. :)

bigsofty

Another idea is that is GLBasic would produce C++ source only, it does this already but it then compiles and links for you. If the final process was at least optional then we could source our own compile chains or at least install them for GLB to pick up via environment path variables for example or a config file. Or, create a make file on another platform and do it yourself. Not simple but a little more flexible.
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

erico

Quote from: Kitty Hello on 2014-Oct-30
...
I fear I reached a dead end finally.

Don´t.
Please consider the help everyone here can pull on the subject. ;)

spacefractal

its look like the cpp is compileable using xcode, despite many unused variable warnings as well red warnings. Here was the red warning:
SORTARRAY(Objectdata(),ADRESSOF(compare))

Cast from pointer to a smaller type 'DGNat (aka 'int') loses information.

There was two other red warnings too in glb.h file, but they was just DEBUG thing, which can been removed safe.

But im thinks the best alternative way is create a special xcode project needs to been used for compile by yourself, which can been done before you submit your game and then uses the 32bit compiler for testing (etc debug = uses the 32bit compiler, release = only compile c++ files).
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

MrTAToad

Quote from: spacefractal on 2014-Oct-31
its look like the cpp is compileable using xcode, despite many unused variable warnings as well red warnings. Here was the red warning:
SORTARRAY(Objectdata(),ADRESSOF(compare))

Cast from pointer to a smaller type 'DGNat (aka 'int') loses information.

There was two other red warnings too in glb.h file, but they was just DEBUG thing, which can been removed safe.

But im thinks the best alternative way is create a special xcode project needs to been used for compile by yourself, which can been done before you submit your game and then uses the 32bit compiler for testing (etc debug = uses the 32bit compiler, release = only compile c++ files).
That message is quite common - its converting a 64-bit to a 32-bit one.  Usually it wont be a problem, although it is certainly possible that any lost data could cause problems, especially if it's being used as a pointer.  Whilst it could be left, it is a gamble that at some point it couldl cause a problem.

spacefractal

#44
xCode wont compile that one for this error and got that as a red warning (which stops the compiling). So its needs fixed here.

Howover im thinks im have got a xCode project that can been used for that task and will release it later this week to Gernot.

Here is something that can been done when building a release build and the output could show like this:


Code (glbasic) Select

_______________________________________
*** Configuration: IPHONE ***
precompiling:
GPC - GLBasic Precompiler V.10.053 SN:73686179 - 3D, NET
Wordcount:8255 commands
creating cpp files:
create process success
_______________________________________

For iPhone you need to manual compile the 64bit code in xcode. Do this on your Mac:

1. Open xCode_Source/PROGRAM.xcodeproj
2. Import any files from xCode_Source/PROGRAM/code folder to your xCode project.
3. Build the project as a iOS Device project.
4. Copy xCode_Source/libs/libPROGRAM.a to XCode/Lib/libPROGRAM.a

You now uses the normal XCode project and eventuelly follow the readme.txt instructions.


This asume its will been created two Xcode projects: one final project which act as normal one, and one for this task alone. This is the best alternative for 64bit project and is ONLY required when release the final release build before submitting it. We can still uses Windows 32bit compiler under testing. So its just few more steps before submitting to Apple. That is not a big deal really.

PS. AS im wrote there is some bugs needs to been fixed first, but im do thinks its no big deal in the end. Gernot should do the same with the other two A files and begin manually build the project in Xcode in the same way.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/