log in | register | forums
Show:
Go:
Forums
Username:

Password:

User accounts
Register new account
Forgot password
Forum stats
List of members
Search the forums

Advanced search
Recent discussions
- Elsear brings super-fast Networking to Risc PC/A7000/A7000+ (News:)
- Latest hardware upgrade from RISCOSbits (News:)
- WROCC November 2024 talk o...ay - Andrew Rawnsley (ROD) (News:3)
- Accessing old floppy disks (Gen:3)
- November developer 'fireside' chat on saturday night (News:)
- RISCOSbits releases a new laptop solution (News:4)
- Announcing the TIB 2024 Advent Calendar (News:2)
- RISC OS London Show Report 2024 (News:1)
- Code GCC produces that makes you cry #12684 (Prog:39)
- Rougol November 2024 meeting on monday (News:)
Latest postings RSS Feeds
RSS 2.0 | 1.0 | 0.9
Atom 0.3
Misc RDF | CDF
 
View on Mastodon
@www.iconbar.com@rss-parrot.net
Site Search
 
Article archives
The Icon Bar: Games: GL Frontier: Elite 2
 
  GL Frontier: Elite 2
  andrew (18:42 1/7/2007)
  SimonC (20:46 2/7/2007)
    Lampi (13:27 3/7/2007)
      Phlamethrower (13:37 3/7/2007)
        Lampi (14:00 3/7/2007)
          Phlamethrower (14:14 3/7/2007)
      andrew (18:43 3/7/2007)
        flibble (19:48 3/7/2007)
        Lampi (09:50 4/7/2007)
          filecore (10:53 4/7/2007)
            Phlamethrower (11:01 4/7/2007)
          andrew (19:33 4/7/2007)
            Phlamethrower (19:54 4/7/2007)
              andrew (13:47 30/9/2007)
 
Andrew Message #103237, posted by andrew at 18:42, 1/7/2007
HandbagHandbag Boi
Posts: 3439
http://www.tomatarium.pwp.blueyonder.co.uk/glfrontier.html

Will this compile on RISC OS?
  ^[ Log in to reply ]
 
Simon Challands Message #103269, posted by SimonC at 20:46, 2/7/2007, in reply to message #103237
Elite
Right on, Commander!

Posts: 398
I believe most of the game code is still x86.
  ^[ Log in to reply ]
 
James Lampard Message #103281, posted by Lampi at 13:27, 3/7/2007, in reply to message #103269
Lampi

Posts: 190
I believe most of the game code is still x86.
Actually it can convert the x86 code into C which is clever.

Unfortunatly there are lots of type warnings (The source assumes chars are signed - on the ARM they aren't) and I don't have the 200 -300MB RAM the README file claims you need to compile the resulting source file.
  ^[ Log in to reply ]
 
Jeffrey Lee Message #103282, posted by Phlamethrower at 13:37, 3/7/2007, in reply to message #103281
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
(The source assumes chars are signed - on the ARM they aren't)
That can be changed with a compiler option, can't it?

and I don't have the 200 -300MB RAM the README file claims you need to compile the resulting source file.
I do... but IyonixMesa doesn't work on my graphics card so I wouldn't be able to test anything wink
  ^[ Log in to reply ]
 
James Lampard Message #103283, posted by Lampi at 14:00, 3/7/2007, in reply to message #103282
Lampi

Posts: 190
(The source assumes chars are signed - on the ARM they aren't)
That can be changed with a compiler option, can't it?
Cool, I didn't realise that. I was put off by lots of 'this if can never be true' warnings from GCC and I didn't fancy checking and changing loads of char definitions.

I should mention there are some directory issues too. As68k reads a .s file (which I had to change to _s in the Makefile) and then writes some .c.s files. I also had to setup a UnixEnv$As68K$Sfix variable.

and I don't have the 200 -300MB RAM the README file claims you need to compile the resulting source file.
I do... but IyonixMesa doesn't work on my graphics card so I wouldn't be able to test anything wink
The "Source - Framebuffer only (no openGL) version" which was the version I downloaded shouldn't need it.
  ^[ Log in to reply ]
 
Jeffrey Lee Message #103284, posted by Phlamethrower at 14:14, 3/7/2007, in reply to message #103283
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
The "Source - Framebuffer only (no openGL) version" which was the version I downloaded shouldn't need it.
Ah, nice smile
  ^[ Log in to reply ]
 
Andrew Message #103292, posted by andrew at 18:43, 3/7/2007, in reply to message #103281
HandbagHandbag Boi
Posts: 3439
I believe most of the game code is still x86.
Actually it can convert the x86 code into C which is clever.

Unfortunatly there are lots of type warnings (The source assumes chars are signed - on the ARM they aren't) and I don't have the 200 -300MB RAM the README file claims you need to compile the resulting source file.
That sounds ridiculous - the game patched or otherwise required about 500K from DOS (hopefully try it on the PC card at some point) as Iunderstand it. How does that get multiplied 100 times or more?
  ^[ Log in to reply ]
 
Peter Howkins Message #103293, posted by flibble at 19:48, 3/7/2007, in reply to message #103292
flibble

Posts: 892
How does that get multiplied 100 times or more?
Huge symbol table, huge functions or huge tables of data. More likely I guess if the code being compiled is generated C rather than hand written.

Note binary size or memory usage of a compiled program doesn't have to have a huge amount in common with the memory required by the compiler.

But it still seems rather a lot.
  ^[ Log in to reply ]
 
James Lampard Message #103300, posted by Lampi at 09:50, 4/7/2007, in reply to message #103292
Lampi

Posts: 190

That sounds ridiculous - the game patched or otherwise required about 500K from DOS (hopefully try it on the PC card at some point) as Iunderstand it. How does that get multiplied 100 times or more?
Source size != Object size.
  ^[ Log in to reply ]
 
Jason Togneri Message #103306, posted by filecore at 10:53, 4/7/2007, in reply to message #103300

Posts: 3868
Knowing absolutely fuck all about these things, can't you compile it on an emulated version of the OS with memory bumped up as high as it'll go?
  ^[ Log in to reply ]
 
Jeffrey Lee Message #103307, posted by Phlamethrower at 11:01, 4/7/2007, in reply to message #103306
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Knowing absolutely fuck all about these things, can't you compile it on an emulated version of the OS with memory bumped up as high as it'll go?
Yes - but a much better option would be to compile it on a proper Linux/Windows/etc. machine using the GCCSDK cross-compiler.
  ^[ Log in to reply ]
 
Andrew Message #103311, posted by andrew at 19:33, 4/7/2007, in reply to message #103300
HandbagHandbag Boi
Posts: 3439

That sounds ridiculous - the game patched or otherwise required about 500K from DOS (hopefully try it on the PC card at some point) as Iunderstand it. How does that get multiplied 100 times or more?
Source size != Object size.
So the object code is colossal - I don't see why. Is it that inefficient?
  ^[ Log in to reply ]
 
Jeffrey Lee Message #103312, posted by Phlamethrower at 19:54, 4/7/2007, in reply to message #103311
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
No, the source size is colossal. Or at least, it requires a colassal amount of RAM to compile it.
  ^[ Log in to reply ]
 
Andrew Message #104613, posted by andrew at 13:47, 30/9/2007, in reply to message #103312
HandbagHandbag Boi
Posts: 3439
Apparently there's an OpenGL verson of FFE as well.

http://wiki.alioth.net/index.php/FFE
  ^[ Log in to reply ]
 

The Icon Bar: Games: GL Frontier: Elite 2