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Llaffer
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ARCADE64 build question (Robbert)
#395232 - 11/30/22 04:54 PM


Not sure if this is the best place for it since it's not MAMEUI or IV/Play, but I'll ask it here, anyway.

I've been trying to build ARCADE64 0.250.0 and getting this error when I do the build:

Code:

Archiving lib7z.a...
Creating ../../../../mingw-gcc/bin/x64/Release/mame_arcade
make[2]: *** No rule to make target '../../../../../src/mame/drivers/ertictac.cpp', needed by '../../../../mingw-gcc/obj/x64/Release/src/mame/drivers/ertictac.o'. Stop.
makefile:112: recipe for target 'acorn' failed
make[1]: *** [acorn] Error 2
makefile:1118: recipe for target 'windows_x64' failed
make: *** [windows_x64] Error 2


I did a clean pull from mame's 250 git tag and then copied the files from "src", "scripts", and "makefile" from your .7z on your web page overwriting files, then building with this command:

Code:

make -j5 SUBTARGET=arcade OSD=winui PTR64=1 TOOLS=0 STRIP_SYMBOLS=1


(I used -j1 here to isolate the error, but usually use -j5)

Any thoughts? something else I can try on my side? additional files that need to be updated?

Thanks.

Edited by Llaffer (11/30/22 04:58 PM)



RobbbertModerator
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Re: ARCADE64 build question (Robbert) new [Re: Llaffer]
#395237 - 11/30/22 10:19 PM


> Creating ../../../../mingw-gcc/bin/x64/Release/mame_arcade
> make[2]: *** No rule to make target '../../../../../src/mame/drivers/ertictac.cpp',
> needed by '../../../../mingw-gcc/obj/x64/Release/src/mame/drivers/ertictac.o'. Stop.
> makefile recipe for target 'acorn' failed

That error doesn't make sense. Can you see if there's a "drivers" folder, and delete it? I'm not getting that problem.

>
> Any thoughts? something else I can try on my side? additional files that need to be
> updated?
>
> Thanks.

EDIT: I found that the scripts folder had a whole bunch of useless outdated stuff because it wasn't being cleaned out. I don't know if that could have had an effect, but I've uploaded a new binary distribution with the scripts folder cleaned up.

Edited by Robbbert (01/01/23 08:05 AM)



Llaffer
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Re: ARCADE64 build question (Robbert) new [Re: Robbbert]
#395239 - 11/30/22 11:29 PM


Thanks. I'll give this a retry and let you how it goes.



Llaffer
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Re: ARCADE64 build question (Robbert) new [Re: Llaffer]
#395240 - 12/01/22 01:03 AM


I still had -j1 in place so the compile is slower than normal, but the fact it's still building vs. dying by now seems to mean the fix worked.

Thanks!



Llaffer
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Re: ARCADE64 build question (Robbert) new [Re: Llaffer]
#395242 - 12/01/22 03:16 AM



Code:

Linking arcade64.exe...
Running post-build commands
Stripping symbols.



It finished! Thanks again! Now to get my script back to -j5 and make sure my complete .bat file works (which does the .7z download, copy the files into the name directory, and do the build without having to do anything manually)



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Re: ARCADE64 build question (Robbert) new [Re: Llaffer]
#395243 - 12/01/22 04:34 AM


> Linking arcade64.exe...
> Running post-build commands
> Stripping symbols.
>
> It finished! Thanks again! Now to get my script back to -j5 and make sure my complete
> .bat file works (which does the .7z download, copy the files into the name directory,
> and do the build without having to do anything manually)

Excellent. Just make absolutely sure that you're starting with a brand new empty folder. We don't want anything carried over from last month.



Llaffer
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Re: ARCADE64 build question (Robbert) new [Re: Robbbert]
#395248 - 12/02/22 07:52 AM


Yup. My .bat files deletes temp files and source code once it's built so the next release pulls all new code every time.



DaffyDuck
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Re: ARCADE64 build question (Robbert) new [Re: Robbbert]
#395320 - 12/17/22 01:27 PM


> > Linking arcade64.exe...
> > Running post-build commands
> > Stripping symbols.
> >
> > It finished! Thanks again! Now to get my script back to -j5 and make sure my
> complete
> > .bat file works (which does the .7z download, copy the files into the name
> directory,
> > and do the build without having to do anything manually)
>
> Excellent. Just make absolutely sure that you're starting with a brand new empty
> folder. We don't want anything carried over from last month.

where is the source for arcade 0.250 ?
I remember that you had a github /store1
But now it doesn't exist

Thanks in advance



Daffy Duck



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Re: ARCADE64 build question (Robbert) new [Re: DaffyDuck]
#395321 - 12/17/22 02:45 PM


> where is the source for arcade 0.250 ?
> I remember that you had a github /store1
> But now it doesn't exist
>
> Thanks in advance

The source is supplied with the binary. The instructions to set it up are on the site.



DaffyDuck
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Re: ARCADE64 build question (Robbert) new [Re: Robbbert]
#395322 - 12/17/22 03:06 PM


> > where is the source for arcade 0.250 ?
> > I remember that you had a github /store1
> > But now it doesn't exist
> >
> > Thanks in advance
>
> The source is supplied with the binary. The instructions to set it up are on the
> site.

Thanks.



Daffy Duck



Llaffer
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Re: ARCADE64 0.251 build question (Robbert) new [Re: Llaffer]
#395426 - 12/30/22 08:48 PM


I'm back.

I tried building 0.251 using the same scripts I had set up for 0.250, which worked, last month.

This time, I'm getting a build failure at this step:


Code:

[MINGW64] c:\mamedev\msys64\src\arcade>  make -j5 SUBTARGET=arcade OSD=winui PTR64=1 TOOLS=0 STRIP_SYMBOLS=1
GCC 10.2.0 detected
Compiling generated/mame/arcade/drivlist.cpp...
Compiling generated/version.cpp...
Emitting mamevers.rc...
Unable to extract version from source file '../../../../generated/version.cpp'
mamearcade.make:355: recipe for target '../../../../generated/resource/mamevers.rc' failed
make[2]: *** [../../../../generated/resource/mamevers.rc] Error 1
make[2]: *** Waiting for unfinished jobs....
makefile:433: recipe for target 'mamearcade' failed
make[1]: *** [mamearcade] Error 2
makefile:1118: recipe for target 'windows_x64' failed
make: *** [windows_x64] Error 2



I also noticed that there wasn't an alternate makefile in the .7z from your page, but I also noticed the only difference from vanilla makefile and your 250 makefile was a version number format difference, so I figured that wouldn't be a problem here. Unless it really is

Thanks, again, for your help with this.



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Re: ARCADE64 0.251 build question (Robbert) new [Re: Llaffer]
#395429 - 12/31/22 12:47 AM


> I'm back.
>
> I tried building 0.251 using the same scripts I had set up for 0.250, which worked,
> last month.
>
> This time, I'm getting a build failure at this step:
>

> I also noticed that there wasn't an alternate makefile in the .7z from your page, but
> I also noticed the only difference from vanilla makefile and your 250 makefile was a
> version number format difference, so I figured that wouldn't be a problem here.
> Unless it really is
>
> Thanks, again, for your help with this.

The changed makefile is needed. My copying script has the copy of the makefile in it, yet it never made it across. After checking the script, a mistake was found.

I've added the missing file and uploaded a new distribution.

When I first compiled, I ran out of memory because MAME has grown even more obese over the last month. I had to change -j6 to -j4 to get it to build.



Llaffer
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Re: ARCADE64 0.251 build question (Robbert) new [Re: Robbbert]
#395430 - 12/31/22 01:50 AM


Thanks. I'll re-pull the source code and attempt the build again.



Llaffer
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Re: ARCADE64 0.251 build question (Robbert) new [Re: Robbbert]
#395433 - 12/31/22 03:54 AM


I usually do my builds on two different computers: my main PC which has 64 GB RAM and my arcade cabinet computer with 16 GB RAM.

The build failed on the 16 GB system, so I'm trying again by lowering the -j value like you said you had to do.

The 64 GB system seems to have kept on going with the compile. I'll let it run and if it fails I'll post the failure.

UPDATE: The system that has 64 GB RAM did successfully build the application with the -j5 flag. Still waiting on the other computer building with a -j3 flag to see if that works.

UPDATE 2: The problem I had was my fault with a bad character in my .bat file when extracting from the .7z file. After fixing that, I was able to build it on both machines with the -j5 flag.

Edited by Llaffer (12/31/22 06:57 AM)



Ashura-X
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Re: ARCADE64 0.251 build question (Robbert) new [Re: Llaffer]
#395630 - 01/31/23 08:22 PM


Hi there!

Any tips about this issue btw??


Code:

Done. Generated 358/358 projects.
Compiling src/lib/formats/all.cpp...
Archiving libformats.a...
make[2]: *** Sem regra para processar o alvo '../../../../../src/osd/windows/main.cpp', necessário por '../../../../mingw-gcc/obj/x64/Release/ocore_winui/src/osd/windows/main.o' . Pare.
make[1]: *** [Makefile:22: ocore_winui] Erro 2
make: *** [makefile:1119: windows_x64] Erro 2




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Re: ARCADE64 0.251 build question (Robbert) new [Re: Ashura-X]
#395631 - 01/31/23 11:18 PM


> Hi there!
>
> Any tips about this issue btw??
>
> Done. Generated 358/358 projects.
> Compiling src/lib/formats/all.cpp...
> Archiving libformats.a...
> make[2]: *** Sem regra para processar o alvo
> '../../../../../src/osd/windows/main.cpp', necessário por
> '../../../../mingw-gcc/obj/x64/Release/ocore_winui/src/osd/windows/main.o' . Pare.
> make[1]: *** [Makefile ocore_winui] Erro 2
> make: *** [makefile windows_x64] Erro 2

I've been out of the loop while I'm taking a break of several months. There's been some refactoring going on in MAME, which I guess is the cause.


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