HitCoder
Launcher Blaster
Hello,
Sorry for the extremely obscure post and I'm additionally sorry if this is in the wrong section (wasn't really sure where to go, mods feel free to move this).
I've been intending to implement a profiles feature into LauncherBlast2, and I want to do something similar to Minecraft with regards to allowing users to add installations of older versions of SRB2 too.
Obviously this isn't a huge issue in itself, especially for Windows. But for support for Linux and potentially Mac as well, I'd be interested in compiling native binaries for the older versions of the game. Obviously WINE is an option, but I figured I'd try my hand at compiling native binaries.
The version I tried this on was Final Demo 1094 (partly because it has a lot of nostalgia for me as it was my first version I played before I even played online), and I ran into a few issues that I fixed, but I've seemingly hit a dead end. The error I'm currently getting while compiling is as follows:
This doesn't just happen for FixedMul, it includes some other functions, and it happens in several other files. Upon looking into it it looks like a linux-specific issue for the doom engine but it seems to be a bug that was patched later down the line that wasn't originally patched in this version of the game(?)
I'm wondering if there would be a possible quick fix that would keep netgame compatibility in-tact if possible? It's fine if nobody knows how to really help, but as I said, it'd be interesting and additionally improve performance overall and just be preferable as it eliminated the dependency on WINE.
In addition to this I seemingly have to use NOASM=1 due to assembly code issues, (despite nasm and nasm32 being installed), specify to the compiler to compile in 32bit (which makes sense anyway as it's an older version, in addition to 64 and i86/x32 not being cross compatible netplay-wise back then).
Lastly I don't even know whether this works as I've not gotten the game to compile yet, so don't know if it will lead to issues in the long-run, but the compiler really doesn't like Z_BEST_COMPRESSION and suggests PNG_Z_DEFAULT_COMPRESSION, which for now is what I switched it to.
I'm half expecting nobody can help me with this issue but I figured it would be worth a try asking.
Thanks in advance to anyone who wishes to join my endeavour haha.
Sorry for the extremely obscure post and I'm additionally sorry if this is in the wrong section (wasn't really sure where to go, mods feel free to move this).
I've been intending to implement a profiles feature into LauncherBlast2, and I want to do something similar to Minecraft with regards to allowing users to add installations of older versions of SRB2 too.
Obviously this isn't a huge issue in itself, especially for Windows. But for support for Linux and potentially Mac as well, I'd be interested in compiling native binaries for the older versions of the game. Obviously WINE is an option, but I figured I'd try my hand at compiling native binaries.
The version I tried this on was Final Demo 1094 (partly because it has a lot of nostalgia for me as it was my first version I played before I even played online), and I ran into a few issues that I fixed, but I've seemingly hit a dead end. The error I'm currently getting while compiling is as follows:
CLI output:
undefined reference to `FixedMul'
I'm wondering if there would be a possible quick fix that would keep netgame compatibility in-tact if possible? It's fine if nobody knows how to really help, but as I said, it'd be interesting and additionally improve performance overall and just be preferable as it eliminated the dependency on WINE.
In addition to this I seemingly have to use NOASM=1 due to assembly code issues, (despite nasm and nasm32 being installed), specify to the compiler to compile in 32bit (which makes sense anyway as it's an older version, in addition to 64 and i86/x32 not being cross compatible netplay-wise back then).
Lastly I don't even know whether this works as I've not gotten the game to compile yet, so don't know if it will lead to issues in the long-run, but the compiler really doesn't like Z_BEST_COMPRESSION and suggests PNG_Z_DEFAULT_COMPRESSION, which for now is what I switched it to.
I'm half expecting nobody can help me with this issue but I figured it would be worth a try asking.
Thanks in advance to anyone who wishes to join my endeavour haha.