I have this game engine...

Manu via Digitalmars-d digitalmars-d at puremagic.com
Thu Nov 5 06:21:33 PST 2015


On 5 November 2015 at 23:42, Johannes Pfau via Digitalmars-d
<digitalmars-d at puremagic.com> wrote:
> Am Thu, 5 Nov 2015 21:59:39 +1000
> schrieb Manu via Digitalmars-d <digitalmars-d at puremagic.com>:
>
>> On 5 November 2015 at 21:37, Manu <turkeyman at gmail.com> wrote:
>> > On 5 November 2015 at 06:31, Johannes Pfau via Digitalmars-d
>> > <digitalmars-d at puremagic.com> wrote:
>> >>
>> >> I've also uploaded initial toolchain builds here (untested):
>> >> ftp://ftp.gdcproject.org/binaries/devkitpro/
>> >
>> > Awesome, downloading now...
>>
>> I see these archives are minimal, only the gdc binaries, but there is
>> also a gcc binary... why is that?
>> The filesize is very different than the ones bundled in devkitPro; is
>> it intended that arm-none-eabi-gcc.exe (and friends) overwrite the
>> ones in the devkitPro distro?
>
> That's the reason I still need to write a README ;-)
> I'm not sure why the file size could be very different, I'll have a look
> at that later.
>
> But yes, the idea is to overwrite the *gcc.exe files. In theory it
> doesn't really matter, but it's necessary to make the gcc command work
> with d files (arm-none-eabi-gcc test.d). If you always use
> arm-none-eabi-gdc you won't need to overwrite the gcc files.

Right, this is exactly what I suspected.


> We can always start shipping complete GCC toolchains but I'd like to
> avoid building GDB and all the devkitARM utils (these have some
> dependencies such as libusb which make building more difficult). So in
> that case you'd have to overwrite many more files. Maybe I can make
> full builds work as well, but this will also increase build times a lot.

Cool, I think this should be fine for now.


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