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Launch error with new mame build tools.
#348783 - 01/04/16 12:33 AM
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When I compile mame64 with the new msys64 toolset, the executable launches with the following error:
"The program can't start because libwinpthread-1.dll is missing from your computer. Try reinstalling the program to fix this problem."
It seems it wants a dependency.
I compiled the executable with the msys64-2016-01-04 tools that were just posted.
Is this a problem? I can't launch the program. Should I wait for 0.170 for the new tools?
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#348785 - 01/04/16 12:40 AM
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When I launch with the missing .dll file in place, it gives me this error:
"The application was unable to start correctly (0xc000007b). Click OK to close the application."
Should I report this compiling problem to MAMETesters? Tafoid, you out there?
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Dullaron |
Diablo III - Dunard #1884
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#348786 - 01/04/16 01:39 AM
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> When I compile mame64 with the new msys64 toolset, the executable launches with the > following error: > > "The program can't start because libwinpthread-1.dll is missing from your computer. > Try reinstalling the program to fix this problem." > > It seems it wants a dependency. > > I compiled the executable with the msys64-2016-01-04 tools that were just posted. > > Is this a problem? I can't launch the program. Should I wait for 0.170 for the new > tools?
I don't see how that got missed. I got no error on my end.
C:\msys64\mingw64\bin\libwinpthread-1.dll
You probably doing something wrong when that error came up.
What is your Windows?
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#348791 - 01/04/16 02:25 AM
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Getting the same errors here. Compiled with no errors on my first try. Or so I thought...
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Optimist: Yes, it can!
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B2K24 |
MAME @ 15 kHz Sony Trinitron CRT user
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#348793 - 01/04/16 02:53 AM
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> Should I report this compiling problem to MAMETesters? Tafoid, you out there?
Please don't. It's not eligible to report according to Rules and Guidelines listed there.
Also, I can't reproduce your issue. I did a clean install, created a fresh mame.ini with only inserting my rompaths and games launch/run without error.
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B2K24 |
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Re: Launch error with new mame build tools.
[Re: Bad A Billy]
#348794 - 01/04/16 03:20 AM
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> Getting the same errors here. Compiled with no errors on my first try. Or so I > thought...
Here's in easy method using default paths.
download and extract msys64-2016-01-04 to your C:\ so you have C:\msys64
inside the msys64 directory is a .git directory so it's very easy to ensure everything is updated especially if you're on Windows with Tortoise GIT (right click in msys64 and do a pull)
After you've grabbed the latest version of MAME sources also with a git pull you can open up buildtools.bat or for a fancier looking terminal use conemu.bat
by default it expects the MAME source in C:\msys64\home\[username]
If you don't want to move the MAME sources to this location then use cd in the terminal until you get it pointed to the mame folder that contains the MAME source.
open buildtools.bat or conemu.bat and paste the syntax you usually compile with.
Code:
make -j5 OPTIMIZE=3 SYMLEVEL=1 SYMBOLS=1 STRIP_SYMBOLS=1 TOOLS=1
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Re: Launch error with new mame build tools.
[Re: Dullaron]
#348801 - 01/04/16 06:04 AM
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> > When I compile mame64 with the new msys64 toolset, the executable launches with the > > following error: > > > > "The program can't start because libwinpthread-1.dll is missing from your computer. > > Try reinstalling the program to fix this problem." > > > > It seems it wants a dependency. > > > > I compiled the executable with the msys64-2016-01-04 tools that were just posted. > > > > Is this a problem? I can't launch the program. Should I wait for 0.170 for the new > > tools? > > I don't see how that got missed. I got no error on my end. > > C:\msys64\mingw64\bin\libwinpthread-1.dll > > You probably doing something wrong when that error came up. > > What is your Windows?
Windows 10. I'll try re-extracting the sources, and see if it comes up again.
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Re: Launch error with new mame build tools.-FIXED
[Re: B2K24]
#348803 - 01/04/16 06:46 AM
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I re-D/L the new tools. It appears that the file I had was from Jan 2nd. The new D/L from the 4th compiles & executes just fine so far. (Wing Force anyone?)
Thanks for the help everyone. Hope this fixed yours too Zag!
DISREGARD- It's compiling fine where it is. That is not the problem. When I go to execute MAME is when it comes up with that error. It's looking for a .dll that IS in the new tools directories but if you move it to the MAME directory it gives the other error Zag quoted. I could try to register that file (& put it wherever) but it would still give the 2nd error so why bother...also MAME is stand alone so it does not need anything else installed to run.
I am using my source from Github. Even if I update the tools from there it should have no bearing on these new build tools.
I don't have the time to mess with it now. I'll try more when I do have time.
Edited by Bad A Billy (01/05/16 06:19 AM)
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Pessimist: Oh, this can't get any worse!
Optimist: Yes, it can!
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Re: Launch error with new mame build tools.
[Re: B2K24]
#348804 - 01/04/16 06:54 AM
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> > Getting the same errors here. Compiled with no errors on my first try. Or so I > > thought... > > Here's in easy method using default paths. > > download and extract msys64-2016-01-04 to your C:\ so you have C:\msys64 > > inside the msys64 directory is a .git directory so it's very easy to ensure > everything is updated especially if you're on Windows with Tortoise GIT (right click > in msys64 and do a pull) > When I right click in conemu msys64, I get the following error message:
"$ The application was unable to start correctly (0xc000007b). Click OK to close the application."
> After you've grabbed the latest version of MAME sources also with a git pull you can > open up buildtools.bat or for a fancier looking terminal use conemu.bat >
I'm using the official 0.169 Windows source file.
> by default it expects the MAME source in C:\msys64\home\[username] > > If you don't want to move the MAME sources to this location then use cd in the > terminal until you get it pointed to the mame folder that contains the MAME source. >
I blew away the entire source code directory, re-extracted it into my home directory, and ran again with the same results. I even tried deleting C:\msys64 and reinstalling the toolset. Same error. It asks for the .dll file.
Maybe its a problem with the official source?
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B2K24 |
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Re: Launch error with new mame build tools.
[Re: Bad A Billy]
#348805 - 01/04/16 07:49 AM
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Very strange.
Are both you guys on windows 10? I'm still on Windows 7 X64 and am not bothering to upgrade until it's reformat time.
Otherwise I haven't a slightest clue what it could be. I'm not seeing any such behavior on my machine here.
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Re: Launch error with new mame build tools.
[Re: B2K24]
#348806 - 01/04/16 08:27 AM
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>Very strange.
>Are both you guys on windows 10? I'm still on Windows 7 X64 >and am not bothering to upgrade until it's reformat time.
>Otherwise I haven't a slightest clue what it could be. I'm >not seeing any such behavior on my machine here.
Yeah, I'm on Windows 10 Pro x64 build 1511(v 10586). Maybe it's specific to Windows 10.
I tried running buildtools.bat as admin, and it didn't work. I don't know what's wrong, but at least there's still the official binaries. Maybe this'll get fixed in the future. Maybe not.
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#348816 - 01/04/16 03:49 PM
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Question is. Which code are you trying to compile. If it is previous release then explanation is simple. Thing is that we needed to add "-static" flag to mingw flags in order to make it compile statically with winpthreads. Current GIT code have that so it can be compiled properly.
Also try starting it from command line, then all DLL's that you need are in path so that will work in any case.
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Re: Launch error with new mame build tools.
[Re: B2K24]
#348819 - 01/04/16 04:20 PM
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> make -j5 OPTIMIZE=3 SYMLEVEL=1 SYMBOLS=1 STRIP_SYMBOLS=1 TOOLS=1
Why do you build with symbols, if you strip them after that ?
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B2K24 |
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Re: Launch error with new mame build tools.
[Re: remax]
#348820 - 01/04/16 05:11 PM
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> > make -j5 OPTIMIZE=3 SYMLEVEL=1 SYMBOLS=1 STRIP_SYMBOLS=1 TOOLS=1 > > Why do you build with symbols, if you strip them after that ?
I build with symbols to generate a mame64.sym file which allows me to get stack crawl outputs if I happen to come across a scenario in which MAME crashes out.
The strip_symbols just reduces the size of the executable.
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Re: Launch error with new mame build tools.
[Re: B2K24]
#348828 - 01/04/16 06:15 PM
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> > > make -j5 OPTIMIZE=3 SYMLEVEL=1 SYMBOLS=1 STRIP_SYMBOLS=1 TOOLS=1 > > > > Why do you build with symbols, if you strip them after that ? > > I build with symbols to generate a mame64.sym file which allows me to get stack crawl > outputs if I happen to come across a scenario in which MAME crashes out. > > The strip_symbols just reduces the size of the executable.
Ok! but perhaps not the best example to show here
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B2K24 |
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Re: Launch error with new mame build tools.
[Re: remax]
#348834 - 01/04/16 07:02 PM
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> Ok! but perhaps not the best example to show here
It's the exact way they are put on mamedev.org so it shouldn't be any problem
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Dullaron |
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Re: Launch error with new mame build tools.
[Re: B2K24]
#348850 - 01/05/16 12:02 AM
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> > Ok! but perhaps not the best example to show here > > It's the exact way they are put on mamedev.org so it shouldn't be any problem
R. Belmont "You realize that SYMBOLS=1 and STRIP_SYMBOLS=1 are basically opposites, right? SYMBOLS=1 adds symbols, STRIP_SYMBOLS=1 removes them."
Lord Nightmare "SYMBOLS=1 adds symbols STRIP_SYMBOLS=1 runs the 'strip' command on the executable at the end of the build, and was intended to work around a bug in genie/lua build scripts which would build symbols anyway even if SYMBOLS=0 was specified. This bug has long since been fixed, so the command is pretty superfluous these days."
Use this instead. SYMBOLS=0
Don't use these. SYMBOLS=1 STRIP_SYMBOLS=1
http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=103005#Post103005
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B2K24 |
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Re: Launch error with new mame build tools.
[Re: Dullaron]
#348860 - 01/05/16 01:23 AM
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Dullaron |
Diablo III - Dunard #1884
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Re: Launch error with new mame build tools.
[Re: B2K24]
#348867 - 01/05/16 03:46 AM
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> > Don't use these. SYMBOLS=1 STRIP_SYMBOLS=1 > > > > > http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=103005#Post103005 > > I just did a test and compiling with SYMBOLS=0 gave me a binary that is 180 MB as > opposed to what I listed earlier outputs a binary that's 120 MB > > The mame64.sym files are nearly identical, so it seems adding STRIP_SYMBOLS=1 is > correct.
Don't you even need the SYMBOLS in mame so that the mame.sym will work? 60mb isn't much. Now I'm confuse about this. Mine is 171mb and not strip down. Gotta remember that mame is a ton of gigs when using the SYMBOLS=1 before strip the SYMBOLS out.
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B2K24 |
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Re: Launch error with new mame build tools.
[Re: Dullaron]
#348870 - 01/05/16 05:36 AM
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> Don't you even need the SYMBOLS in mame so that the mame.sym will work? 60mb isn't > much. Now I'm confuse about this. Mine is 171mb and not strip down. Gotta remember > that mame is a ton of gigs when using the SYMBOLS=1 before strip the SYMBOLS out.
I rounded up for simplicity.
What's confusing me even more is that bannister thread you linked. You compile with "SET PROCESSOR_ARCHITECTURE=AMD64" and yet it shows an Intel Core i5 in your sig
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Dullaron |
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Re: Launch error with new mame build tools.
[Re: B2K24]
#348880 - 01/05/16 08:30 AM
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> > Don't you even need the SYMBOLS in mame so that the mame.sym will work? 60mb isn't > > much. Now I'm confuse about this. Mine is 171mb and not strip down. Gotta remember > > that mame is a ton of gigs when using the SYMBOLS=1 before strip the SYMBOLS out. > > I rounded up for simplicity. > > What's confusing me even more is that bannister thread you linked. You compile with > "SET PROCESSOR_ARCHITECTURE=AMD64" > and yet it shows an Intel Core i5 in your sig
Oh I had that change the other day. Ever since the new tools released. But I didn't had a problem using the AMD64 before I use the x64. I copy someone else command who is using the AMD64. I didn't notice any different between both MAME builds. I could've ask I'm using the wrong one. But I didn't.
@echo off SET CONFIG_ARCHITECTURE=x64 call C:\msys64\win32\env.bat cd C:\source make -j6 TOOLS=1 SYMBOLS=0 pause
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Pardon my ignorance and sorry for thread-jacking
[Re: Zaghadka]
#348896 - 01/05/16 05:36 PM
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Per my subject line, sorry for my ignorance and thread-jacking, but I'm also experiencing an issue with the MSYS64 build environment but it's related to GIT.
Under the previous build tools, I after cloning the repository from scratch I ran the update command of "git pull https://github.com/mamedev/mame.git" to update to the latest commit. This seems to work the first time I run it, but on the second try I get a merge error related to "README.md" in the base of the repository.
Any guidance on remedying this issue would be much appreciated.
Edit - Here is what I'm seeing. Possible timestamp/timezone differential issue? Looks like it's expecting me to commit although I've changed nothing.
Code:
$ git pull https://github.com/mamedev/mame.git warning: no common commits remote: Counting objects: 595225, done. remote: Compressing objects: 100% (15/15), done. remote: Total 595225 (delta 4), reused 0 (delta 0), pack-reused 595210 Receiving objects: 100% (595225/595225), 459.78 MiB | 3.11 MiB/s, done. Resolving deltas: 100% (516552/516552), done. From https://github.com/mamedev/mame * branch HEAD -> FETCH_HEAD Auto-merging README.md CONFLICT (add/add): Merge conflict in README.md Auto-merging .gitignore CONFLICT (add/add): Merge conflict in .gitignore Auto-merging .gitattributes CONFLICT (add/add): Merge conflict in .gitattributes Automatic merge failed; fix conflicts and then commit the result.
Edited by Pr3tty F1y (01/05/16 06:38 PM)
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Re: Launch error with new mame build tools.
[Re: micko]
#348915 - 01/05/16 11:35 PM
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The source package is mame0169s.exe (Windows only source), downloaded from the official MAME site.
I don't know if that's the previous version or not. I thought it was the current version, but for sure I'm not pulling the source from git. I'm using the official source package.
Might have something to do with Windows 10. Is anyone else compiling on Windows 10?
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#348916 - 01/05/16 11:46 PM
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> The source package is mame0169s.exe (Windows only source), downloaded from the > official MAME site. > > I don't know if that's the previous version or not. I thought it was the current > version, but for sure I'm not pulling the source from git. I'm using the official > source package. > > Might have something to do with Windows 10. Is anyone else compiling on Windows 10?
that's the previous version, the tool changes are for what's in GIT right now.
if you're developing you should be using the current sources and current tools.
Edited by Haze (01/05/16 11:47 PM)
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Re: Launch error with new mame build tools.
[Re: B2K24]
#348917 - 01/06/16 12:40 AM
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I'm on Windows 7 SP1 x64 + msys64-2016-01-04 and I get the same libwinpthread-1.dll error if it isn't present in mame64.exe folder.
Code:
make all -j5 OPTIMIZE=3 ARCHOPTS="-march=core2 -msse4.2" PTR64=1 SYMLEVEL=1 SYMBOLS=0 TOOLS=1 DIRECTINPUT=7
(My XBCD controller driver (Controller-S) doesn't work without DIRECTINPUT enabled.)
No big deal as it works flawless with dll present.
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Re: Launch error with new mame build tools.
[Re: Haze]
#348920 - 01/06/16 01:10 AM
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Okay. So I'll wait for 0.170.
Another couple weird things from the compiler though. I run it with --jobs=5 because I have a quad-core system. It always exits with the following error message:
make: INTERNAL: Exiting with 4 jobserver tokens available; should be 5!
And it also creates a file called "NUL" that is undeletable in both the GUI Windows and the command prompt. I actually have to go into a Gentoo linux disk and mount with ntfs-3g to delete the thing.
Maybe I shouldn't be messing with things I don't understand very well.
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Re: Pardon my ignorance and sorry for thread-jacking
[Re: Pr3tty F1y]
#348979 - 01/07/16 12:00 PM
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> Per my subject line, sorry for my ignorance and thread-jacking, but I'm also > experiencing an issue with the MSYS64 build environment but it's related to GIT. > > Under the previous build tools, I after cloning the repository from scratch I ran the > update command of "git pull https://github.com/mamedev/mame.git%22%22 to update to the > latest commit. This seems to work the first time I run it, but on the second try I > get a merge error related to "README.md" in the base of the repository. > > Any guidance on remedying this issue would be much appreciated. > > > Edit - Here is what I'm seeing. Possible timestamp/timezone differential issue? Looks > like it's expecting me to commit although I've changed nothing. > $ git pull [url=https://github.com/mamedev/mame.git" target="_blank">https://github.com/mamedev/mame.git > warning: no common commits > remote: Counting objects: 595225, done. > remote: Compressing objects: 100% (15/15), done. > remote: Total 595225 (delta 4), reused 0 (delta 0), pack-reused 595210 > Receiving objects: 100% (595225/595225), 459.78 MiB | 3.11 MiB/s, done. > Resolving deltas: 100% (516552/516552), done. > From
I had exactly the same problem as you, here is how i fixed it :
First time "git clone https://github.com/mamedev/mame.git " then exactly "git pull" inside the newly created mame folder.
And after that "git pull" in the mame folder everytime i want to update
EDIT : I noticed that for some reason using "git pull https://github.com/mamedev/mame.git " copied the mame folder content in ../.. instead of ./mame hence the conflict with the buildtools' readme.md
Edited by remax (01/07/16 12:10 PM)
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#348985 - 01/07/16 04:01 PM
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> > Another couple weird things from the compiler though. I run it with --jobs=5 because > I have a quad-core system. It always exits with the following error message: > > make: INTERNAL: Exiting with 4 jobserver tokens available; should be 5! > > And it also creates a file called "NUL" that is undeletable in both the GUI Windows
Same error for me but
* with a make -j5 * without the undeletable NULL file
So i ignore it...
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Re: Launch error with new mame build tools.
[Re: remax]
#348988 - 01/07/16 06:25 PM
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> > > > Another couple weird things from the compiler though. I run it with --jobs=5 > because > > I have a quad-core system. It always exits with the following error message: > > > > make: INTERNAL: Exiting with 4 jobserver tokens available; should be 5! > > > > And it also creates a file called "NUL" that is undeletable in both the GUI Windows > > Same error for me but > > * with a make -j5
It's funny, but I have found "-j5" to be unreliable with this new toolset. I've specified "-j5" on several attempts only to find that it is running single job compiles when I check my task manager. Other times it works fine. I don't know if anyone else is experiencing that, but I find that only the "--jobs=5" long-form command switch reliably gives you 5 job compiles.
> * without the undeletable NULL file > > So i ignore it...
Yeah, that's what I did too. Ignore it. It does make me think that the new toolset is a bit half-baked, though. I never had errors like this with any of the previous mingw64 tool chains. I think I preferred the tool chain without a POSIX layer shell, just using the Windows command line directly. The UNIX-like emulated command environment seems, to me, to be causing multiple problems. It's buggy, and an unnecessary level of abstraction in comparison to win32-based tools.
I'm going to try to compile 0.170 with the toolset as soon as the official source is released. Hopefully, that will solve the issue with the library dependency. If it doesn't, I'll be hitting the forums again to try and figure out just what the heck it is that I'm doing wrong.
I've played around with the idea of learning how to develop for MAME, but I've never contributed anything but a few bug reports to MAME-Testers, so I really am quite naive about the proper use of compilers.
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#348989 - 01/07/16 06:32 PM
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I think if you follow the git you'll see that they waited until after the last release for the new tools because it is a semi-work-in-progress and things are being fixed as they go.
Just saying...
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Pessimist: Oh, this can't get any worse!
Optimist: Yes, it can!
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Re: Launch error with new mame build tools.
[Re: Bad A Billy]
#348996 - 01/07/16 07:22 PM
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Yeah. I'm going to say what everybody who understands this stuff already knows.
I pulled code with git clone and compiled a development mame64 executable.
No weird "NUL" file.
No issues with the executable, it is self-contained and functioning. No issues with dependencies.
I am very sorry to have wasted everyone's time.
Thank you for the patient and kind replies.
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#348999 - 01/07/16 08:25 PM
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> It's funny, but I have found "-j5" to be unreliable with this new toolset. I've > specified "-j5" on several attempts only to find that it is running single job > compiles when I check my task manager. Other times it works fine. I don't know if > anyone else is experiencing that, but I find that only the "--jobs=5" long-form > command switch reliably gives you 5 job compiles. >
nah... for me -j5 make use of my 4 cores...
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Re: Launch error with new mame build tools.
[Re: Zaghadka]
#349016 - 01/08/16 04:00 AM
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Re: Pardon my ignorance and sorry for thread-jacking
[Re: remax]
#349209 - 01/13/16 03:26 AM
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> > Per my subject line, sorry for my ignorance and thread-jacking, but I'm also > > experiencing an issue with the MSYS64 build environment but it's related to GIT. > > > > Under the previous build tools, I after cloning the repository from scratch I ran > the > > update command of "git pull https://github.com/mamedev/mame.git%22%22 to update to > the > > latest commit. This seems to work the first time I run it, but on the second try I > > get a merge error related to "README.md" in the base of the repository. > > > > Any guidance on remedying this issue would be much appreciated. > > > > > > Edit - Here is what I'm seeing. Possible timestamp/timezone differential issue? > Looks > > like it's expecting me to commit although I've changed nothing. > > $ git pull [url=https://github.com/mamedev/mame.git" > target="_blank">https://github.com/mamedev/mame.git > > warning: no common commits > > remote: Counting objects: 595225, done. > > remote: Compressing objects: 100% (15/15), done. > > remote: Total 595225 (delta 4), reused 0 (delta 0), pack-reused 595210 > > Receiving objects: 100% (595225/595225), 459.78 MiB | 3.11 MiB/s, done. > > Resolving deltas: 100% (516552/516552), done. > > From > > I had exactly the same problem as you, here is how i fixed it : > > First time "git clone https://github.com/mamedev/mame.git " copied the mame folder content in ../.. instead > of ./mame hence the conflict with the buildtools' readme.md
I saw the same thing with it updating into the root dir and classing with the build tools.
I found the solution. If you "cd mame" in your home folder then run the "git pull https://github.com/mamedev/mame.git " from within the mame source dir, it works as it should.
Edited by Pr3tty F1y (01/13/16 03:27 AM)
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