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Cannot build on Linux: missing pcx2snes #9
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Hello @jneen Thanks as well for your documentation and screenshots. The pcx2snes dependency is a key issue that I will address immediately, and that should get you compiling successfully. Stay tuned. |
For now, you may clone https://github.com/bazzinotti/pcx2snes, |
Ah, thank you - I should actually change that as I moved to Toronto nearly a year ago >< (and i'm not japanese...). Thank you for the tip, I'll try that! |
Aaand it worked like a charm. Now I'm on to a separate problem, which is that I seem to be missing |
I see the problem. libjdkmidi needs to install its dev files.
Let me know how it goes. I will be taking what I learn from this experience to improve the build system. |
Once you get snestracker compiled, the tracker will be located at Since there is no current documentation yet available for this limited capability pre-alpha state of the software, the least I can do is offer minimal guidance. DebuggerI recommend loading an SPC into the debugger program first, it is fascinating. That can be done through the commandline TrackerWhen you are ready to use the tracker, you open it up similarly to I'm going to attach some song files that I made as I went along developing; just little sounds and bits of music. They will include random BRR samples / instruments too. See the attached zip file. If you start from scratch; Eventually, the tracker will be able to handle other file formats like WAV, perhaps including other popular formats like mp3, aiff, which will ultimately be imported into BRR for use in the tracker. Once you have at least one BRR sample, you simply load the Samples from the tracker main window (self explanatory). To start writing music, you will need to have some experience with tracker keyboard controls, as the controls are based on FastTracker II / MilkyTracker keyboard, with some other unique keyboard short cuts. No time to explain at the present time, sorry! DISCLAIMERUse this software at your own risk. I cannot be held responsible for any ill consequences suffered by trying this software. I intend to improve the file formats be forward and backward compatible, but this is currently not the case. Songs made on this version may not load up in a future version. That is, not until I stabilize my file formats (already got something in mind). |
Thank you so much! I've made significant progress, but I'm now stuck at the fact that boost_system-mt doesn't seem to be provided by any Arch package (some are saying it's not compatible with g++ >5?) |
I do have a
|
Great!
Now, edit pc/Makefile, search and remove '-mt'
The following command might do the trick in one go:
`sed -i 's/-mt//g' pc/Makefile`
Then `make`
…On Fri, May 15, 2020, 1:00 AM Jeanine Adkisson ***@***.***> wrote:
I *do* have a libboost-system.so, but no -mt...?
[0: ***@***.*** snestracker ] -> *master $
; y -Qs boost
local/boost 1.72.0-2
Free peer-reviewed portable C++ source libraries - development headers
local/boost-libs 1.72.0-2
Free peer-reviewed portable C++ source libraries - runtime libraries
[0: ***@***.*** snestracker ] -> *master $
; y -Ql boost-libs | grep system
boost-libs /usr/lib/libboost_filesystem.so
boost-libs /usr/lib/libboost_filesystem.so.1
boost-libs /usr/lib/libboost_filesystem.so.1.72
boost-libs /usr/lib/libboost_filesystem.so.1.72.0
boost-libs /usr/lib/libboost_system.so
boost-libs /usr/lib/libboost_system.so.1
boost-libs /usr/lib/libboost_system.so.1.72
boost-libs /usr/lib/libboost_system.so.1.72.0
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I've confirmed the above sed command works flawlessly. 👍 |
Thank you, that did work. I'm now at the point where it's attempting to compile the tracker, and it seems a number of constants are undefined, including SPCCMD_PLAYSONG, SPCDRIVER_CODESTART, CBIT and CBIT_RLE among others. |
Those messages would only come from the spc driver not being built before the pc-side apps. Running the top-level Makefile will build both in the proper order, so I'm wondering if you were running if that doesn't work; you might want to try Other thoughts: You were able to compile the debugger, right? Hang in there, you're are so freaking close |
I am building from the root level, and using |
Hm, your build process looks good though. Take a look at your generated pc/tracker/apuram.h The scripting responsible for generating that file was executed from your That comes from line 57 in the top-level Makefile: https://github.com/bazzinotti/snestracker/blob/45792372eab70c70365d1364d2b9e41e0372fad9/Makefile#L57-L73 The generated apuram.h will look like this when generated properly:
What does your pc/tracker/apuram.h look like? |
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Everything is being generated well except that which WLA-DX should be outputting. This appears to be a problem with your wla-dx. When you explicitly run
you should get the output:
But you are not getting that output, right? When running properly, the above command without redirecting stderr would give the following:
If you are getting any other output, please let me know. |
that binaries directory is empty. there is a directory in
|
i changed my env to point to that directory and did a |
When the WLAPREFIX is set correctly, all wla binaries will be executed from the one specified location. In your build log, why were some of your wla binaries being run from the right directory, while others were not? scratches head That is not normal!! Let's review If you are still having the same issue, post an updated Confirm that all of your |
I'm checking my project code for an error regarding this WLAPREFIX usage. P.S. you will be the first person to build from this latest build system besides myself so I consider you an early adopter and would like to thank you so much for your involvement thus far. |
no worries! i'm happy to spend some time refactoring the build if you're open to it. |
Ohhhh it was wrong in env.conf, but correct in my shell environment. Trying again... |
...and, no - it's the same error. |
Could you post the build log please? |
(Without yet seeing the Build log) I have a hunch what will fix your current problem; try the following: |
https://gist.github.com/jneen/34263adf88f807be330ebd32abbe23c1 I'll give that a go as well! |
hm your binaries all are correctly prefixed now. So that's good. Everything looks good. So what is the content of your pc/tracker/apuram.h file now, then? Regarding refactoring: First, let's just get it successfully compiling on your end. We could discuss what you have in mind afterwards. I will leave my brainstorm on the matter here below. It's not an urgent read tho. Well, my first plan is to compile a listing of "lessons learned" directly from this issue and correctly implement them so that the current build system is stabilized. This includes an intention to move towards git submodules. Our progress here is serving to bring a functioning build system for any developers that want to dip into snestracker development. Then I want to focus on the next milestone which is releasing binaries for the first limited functionality but usable prototype for early adopters to try out. (without going into the details of what needs to be addressed for that release just yet). I'm definitely interested in incorporating this early prototype with a survey that will enable early adopters to give feedback on the app, and what they want the most in the next iteration, things they love about it, things they dislike, etc. It would be cool to see the early prototype be used in song competition as well, such as a battle on https://battleofthebits.org |
Good news - I managed to fix it, I had As far as making this process easier, I think the first thing I'd suggest is including the git-based dependencies (i.e. ones that aren't in most system package managers) as sumbodules or subdirectories to this repository (like the custom wla-dx repo for example). This way we can eliminate the requirement of configuring filepaths for the build system to find these things. |
Also, my interest in this project comes mainly from a composer's perspective - really interested in doing some sound design and composition for the snes. So I'd be happy to credit back to this project for whatever I write with it :] |
That's great advice. Please see #9 (comment) ; In an earlier post in this thread I gave some initial directions, including some sample songs and samples in a zip archive. Be sure to check that out. (look for the big header text) One of the most important things is I wanted to mention is when you go to do an SPC Export, just ignore all the fields and press 'Export' on the new window that appears. The fields are not yet customizable; that's in the works. You can even inspect your new SPC in the I'm sprinting to get you caught up since you are the earliest adopter and there is no documentation yet. Documentation and/or video tutorial would help countless others get started using this software, so I'm going to make that a priority. |
Neat! I've successfully run the program. It's showing up 1/2 size on my HiDPI display though - is there a UI zoom option for the UI framework you're using? |
Credits
Would be great! I also accept donations via Paypal to mbazzinotti@gmail.com Regarding High DPI |
it's cool that you'll be giving this program an early shot in your
compositions and sound design.
I will be available to continually use your scenarios and experience using
the program to focus development.
After dinner I'll look into re-enabling the window resizing / scaling.
Talk soon!
…On Sun, May 17, 2020, 3:55 PM Jeanine Adkisson ***@***.***> wrote:
Also, my interest in this project comes mainly from a composer's
perspective - really interested in doing some sound design and composition
for the snes. So I'd be happy to credit back to this project for whatever I
write with it :]
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Oh my gosh lol.
Heads up I won't be able to send you a patch as quickly as I would like. I
just got invited for a bike ride, and since I've been couped up during this
Covid19, I better accept that invite!
I will be getting back to you soon. Glad you were able to get it compiled
(yay!)
…On Sun, May 17, 2020, 4:28 PM Jeanine Adkisson ***@***.***> wrote:
Yeah!
Just for context so it's clear what I mean:
[image: ***@***.***:05:1589747263_1834x1067]
<https://user-images.githubusercontent.com/225017/82159345-7922ef80-985b-11ea-84c6-33852a63acb2.png>
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No worries, I can completely undersand and I'm in no hurry. Have a good ride!
…On Sun, May 17, 2020, at 5:05 PM, Bazz wrote:
Oh my gosh lol.
Heads up I won't be able to send you a patch as quickly as I would like. I
just got invited for a bike ride, and since I've been couped up during this
Covid19, I better accept that invite!
I will be getting back to you soon. Glad you were able to get it compiled
(yay!)
On Sun, May 17, 2020, 4:28 PM Jeanine Adkisson ***@***.***>
wrote:
> Yeah!
>
> Just for context so it's clear what I mean:
>
> [image: ***@***.***:05:1589747263_1834x1067]
> <https://user-images.githubusercontent.com/225017/82159345-7922ef80-985b-11ea-84c6-33852a63acb2.png>
>
> —
> You are receiving this because you commented.
> Reply to this email directly, view it on GitHub
> <#9 (comment)>,
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> <https://github.com/notifications/unsubscribe-auth/AAQ7FEYPY7K5RJHU7DTE5VTRSBCIRANCNFSM4NAZS33Q>
> .
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Here is a quick patch to get you going with scaling the window up.
|
Apply the patch (manually or with |
Improves on mostly build issues discovered from #9, including: - pcx2snes dependency - boost libs antiquated -mt suffix - libjdkmidi internal dep proper handling - Bringing in all "local" tools and libraries as submodules - Window resizing / zoom ability * submodules: (23 commits) [tracker] buff up the sdl init code #9 [tracker|debugger] allow window resizing as a simple scaling zoom Clarify the build doc update Building doc [submodule] update libgme_m [jdkmidi] need -fpermissive for mingw 64-bit #9 [boost] remove -mt extension as that has antiquated support libgme_m (load from tracker binary location) [submodule] update libgme_m [std] copy cursor files so app can run outside of build directory fix libjdkmidi building locally appropriately handle libgme_m libraries being installed 'locally' [submodules] fix error handling [submodules] update Building doc [submodules] error when make fails fix bug in genmake regarding new pcx2snes integration [submodule] update pcx2snes [jdkmidi] avoid configure scripts from being changed automatically after building silence mkdir when dir is already built formatting ...
@jneen I've worked everything discussed in this thread (aside from the new #10) into the recent update that is now present in master branch. I've manually verified that snestracker is building well across all supported platforms, and they were running well enough to load and play an stp (snestracker proj) file with visual synchronization. To catch up on git, (just incase) I would recommend making a fresh clone of snestracker repo, removing your individual copies of my other projects that have been converted into submodules, and following the newer Building.md. (Simply FYI) From here on out I have a couple main goals ahead
Best Regards, |
Since the main issue of resolving the pcx2snes dependecy is resolved, I will now mark this issue as closed. Thanks for helping snestracker development! If there's anything else I can do, please feel free to file an issue or email. |
Hi all,
I'm attempting to follow the guide for building this project, but the Makefile is attempting to run a program called pcx2snes, which doesn't seem to exist in this project or in any package. I tried using the one from optixx (https://github.com/optixx/snes/tree/master/vram/tools), but a) it seems only to be for windows, and b) I get mysterious "File not found" pop-up boxes when I attempt to use it through wine. My setup for wine is just an executable script on the PATH called pcx2snes with the contents:
Any tips on how I'm recommended to install this tool? I've come up blank unfortunately.
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