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OpenFL + Nape, codesize too big? #51
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Could you try to debug in vm/module.c which cause is triggering the std@module_read error ? |
ive been getting this recently as well using NAPE, which i would like to use. how can i work around it? thanks |
actually someone has just helped with the outcome to bypass and allow it to run
hopefully something more full time can be implemented for future folk, but still its a nice work-around ;) |
I'm also hitting this for Pakka Pets, even with
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@thomasuster could you get some informations in vm/module.c to know where it stops ? Or if you can send me the broken |
@ncannasse Wasn't able to get neko building on OSX. Is there a doc somewhere for this or should I not bother? Where should I send the .n to? |
send the .n to nicolas at haxe.org, I will look into it |
It was confirmed that it was a max code size limitation that was already increased in GIT version. |
Since this seems like a Neko issue I thought I would fill an issue properly.
See openfl/openfl#158 and deltaluca/nape#77
With the 2.0.0 code this crash with a
Building the latest Neko from source fix this, however in my game it still output the same error, probably from the added codesize of my game?
Also on a probably related note, on another project I get invalid call on functions, putting them as inline will fix it but then it is another function that will have invalid call, and this seems to go in a logical order, is there a limit on the number of functions a program can have? Where could I bump this number.
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