On Fri, Sep 17, 2010 at 3:32 PM, Ralph Versteegen <[email protected]> wrote:
> On 16 September 2010 23:42, David Gowers <[email protected]> wrote:
>> On Thu, Sep 16, 2010 at 8:35 PM, Mike <[email protected]> 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.
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