#78240 - 03/26/12 10:26 PM
Re: How to build SDLMAME 0.137 and later
[Re: R. Belmont]
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Member
Registered: 01/20/07
Posts: 56
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Many thanks! I'm going to do immediately a new build, I'll post the result as soon it has finished :-)
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#78242 - 03/27/12 12:10 AM
Re: How to build SDLMAME 0.137 and later
[Re: R. Belmont]
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Member
Registered: 01/20/07
Posts: 56
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Perfect! It compiled fine with "make -j3" until the error occoured then i did a "make OPTIMIZE=0" as next action and the ppc executable was ready! :-) I've done a quick test with the usual bunch of games and, except the usual suspect (Buggy Boy), all of them runs great! :-)
Thank you very very much! :-)
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#78352 - 03/31/12 06:09 PM
Re: How to build SDLMAME 0.137 and later
[Re: R. Belmont]
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Senior Member
Registered: 05/06/99
Posts: 437
Loc: Luxembourg
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Again, I'm having problems to compile SDLMAME 0.145u5: Linking mame...
ld: warning: ignoring file obj/sdl/lib7z.a, file was built for archive which is not the architecture being linked (i386)
Undefined symbols for architecture i386:
"_SzArEx_GetFileNameUtf16", referenced from:
media_identifier::identify(char const*)in libemu.a(clifront.o)
_7z_search_crc_match(__7z_file*, unsigned int, char const*, int, bool, bool)in libutil.a(un7z.o)
This is on my Core 2 Duo iMac. On my Core i7 iMac the same source compiles fine. I did a simple make clean;make, no other options. So, lib7z.a should have been compiled from scratch according to the architecture it's been compiled on. Besides, both iMacs are 64 bit compliant and run Lion 10.7.3 What's going on here?
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#78353 - 03/31/12 06:22 PM
Re: How to build SDLMAME 0.137 and later
[Re: R. Belmont]
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Very Senior Member
Registered: 03/17/01
Posts: 13211
Loc: USA
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That was happening for a while on Macs that were 64-bit capable but running a 32-bit kernel. I thought it had been resolved, but maybe you had a patching problem (it's certainly easy to lose small errors in the reams of output from patching). In any case, make clean and then adding "PTR64=1" to the make commandline should work.
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#78446 - 04/08/12 05:28 PM
Re: How to build SDLMAME 0.137 and later
[Re: R. Belmont]
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Very Senior Member
Registered: 05/29/08
Posts: 3145
Loc: Germany
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Hmmm, made a quick test here with S.T.U.N. Runner, which works fine (openSUSE 11.4 x86_64, Nvidia GT 440).
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#78449 - 04/08/12 05:47 PM
Re: How to build SDLMAME 0.137 and later
[Re: R. Belmont]
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Very Senior Member
Registered: 03/17/01
Posts: 13211
Loc: USA
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I'll double-check with a clean build, but it was working fine for me too. CP: maybe try running with a game instead of using the built-in menu.
ETA: works for me, menu or otherwise. Maybe it's a specific game?
Edited by R. Belmont (04/08/12 05:52 PM)
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#78450 - 04/08/12 06:39 PM
Re: How to build SDLMAME 0.137 and later
[Re: Cyberzinho Punk]
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Senior Member
Registered: 04/15/06
Posts: 572
Loc: USA
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u6 compiles OK on Slackware Linux 13.37, but the emulator freezes for me on main menu....
Any ideas????
My machine:
Slackware Linux 13.37/fluxbox 1.3.1 ADM Phenom II x4 955 MSI GeForce N580GTX Lightning Xtreme Edition I have to assume by "main menu" is the built-in UI when starting MAME without a game, allowing you to choose a game? If that is the case, yes, it seem to be broken. http://mametesters.org/view.php?id=4745For this release, you'll need to put in a setname and run it directly.
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