ZSNES source compile problem
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ZSNES source compile problem
I have SuSE linux 10.1, compiling from source. ./autogen.sh runs without any apparant errors, but when I run make, it works for a time then starts generating a bunch of errors and shutting down. THe make output is:
g++ -o zsnes chips/sfxproc.o chips/fxemu2.o chips/dsp1proc.o chips/fxemu2b.o chips/fxemu2c.o chips/fxtable.o chips/sa1proc.o chips/sa1regs.o chips/dsp1emu.o chips/st10proc.o chips/seta10.o chips/dsp2proc.o chips/sdd1emu.o cpu/addrni.o cpu/dma.o cpu/dsp.o cpu/dspproc.o cpu/execute.o cpu/executec.o cpu/irq.o cpu/memory.o cpu/spc700.o cpu/stable.o cpu/table.o cpu/tableb.o cpu/tablec.o linux/copyvwin.o linux/sdlintrf.o linux/sdllink.o linux/gl_draw.o linux/sw_draw.o linux/zloaderw.o linux/ztcp.o linux/zipxw.o linux/zfilew.o dos/debug.o dos/joy.o dos/modemrtn.o dos/vesa2.o dos/initvid.o dos/sw.o dos/gppro.o dos/vesa12.o gui/gui.o gui/menu.o video/makev16b.o video/makev16t.o video/makevid.o video/mode716.o video/mode716b.o video/mode716d.o video/mode716e.o video/mode716t.o video/mode7.o video/mode7ext.o video/mv16tms.o video/newg162.o video/newgfx16.o video/newgfx2.o video/newgfx.o video/m716text.o video/2xsaiw.o video/procvid.o video/sw_draw.o video/hq2x16.o video/hq2x32.o video/hq3x16.o video/hq3x32.o video/hq4x16.o video/hq4x32.o cfgload.o endmem.o init.o initc.o uic.o patch.o ui.o vcache.o version.o zip/unzip.o zip/zpng.o effects/burn.o effects/water.o effects/smoke.o jma/7zlzma.o jma/crc32.o jma/iiostrm.o jma/inbyte.o jma/jma.o jma/lzma.o jma/lzmadec.o jma/winout.o jma/zsnesjma.o -pipe -I. -Wall -I/usr/local/include -I/usr/include -D__LINUX__ -I/usr/include/SDL -D_REENTRANT -D__OPENGL__ -O3 -ffast-math -fomit-frame-pointer -fexpensive-optimizations -s -march=pentiumpro -L/usr/local/lib -L/usr/lib -lz -L/usr/lib -lSDL -lpthread -lpng -lm -L/usr/X11R6/lib -lGL
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoQuit':
(.text+0x276): undefined reference to `aa_uninitkbd'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoQuit':
(.text+0x287): undefined reference to `aa_uninitmouse'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoQuit':
(.text+0x2c2): undefined reference to `aa_close'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_DirectUpdate':
(.text+0x38c): undefined reference to `aa_renderpalette'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_DirectUpdate':
(.text+0x3b7): undefined reference to `aa_flush'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x51d): undefined reference to `aa_parseoptions'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x52c): undefined reference to `aa_defparams'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x534): undefined reference to `aa_autoinit'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x55b): undefined reference to `aa_autoinitkbd'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x57f): undefined reference to `aa_autoinitmouse'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x59b): undefined reference to `aa_getrenderparams'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x5c5): undefined reference to `aa_resizehandler'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_ResizeHandler':
(.text+0x6eb): undefined reference to `aa_resize'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_ResizeHandler':
(.text+0x7c0): undefined reference to `aa_renderpalette'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_ResizeHandler':
(.text+0x7cb): undefined reference to `aa_flush'
/usr/lib/libSDL.a(SDL_aaevents.o): In function `AA_PumpEvents':
(.text+0x283): undefined reference to `aa_getmouse'
/usr/lib/libSDL.a(SDL_aaevents.o): In function `AA_PumpEvents':
(.text+0x3b5): undefined reference to `aa_getevent'
collect2: ld returned 1 exit status
make: *** [zsnes] Error 1
Has this happened to anyone before? Anyone know how to make it compile properly?
g++ -o zsnes chips/sfxproc.o chips/fxemu2.o chips/dsp1proc.o chips/fxemu2b.o chips/fxemu2c.o chips/fxtable.o chips/sa1proc.o chips/sa1regs.o chips/dsp1emu.o chips/st10proc.o chips/seta10.o chips/dsp2proc.o chips/sdd1emu.o cpu/addrni.o cpu/dma.o cpu/dsp.o cpu/dspproc.o cpu/execute.o cpu/executec.o cpu/irq.o cpu/memory.o cpu/spc700.o cpu/stable.o cpu/table.o cpu/tableb.o cpu/tablec.o linux/copyvwin.o linux/sdlintrf.o linux/sdllink.o linux/gl_draw.o linux/sw_draw.o linux/zloaderw.o linux/ztcp.o linux/zipxw.o linux/zfilew.o dos/debug.o dos/joy.o dos/modemrtn.o dos/vesa2.o dos/initvid.o dos/sw.o dos/gppro.o dos/vesa12.o gui/gui.o gui/menu.o video/makev16b.o video/makev16t.o video/makevid.o video/mode716.o video/mode716b.o video/mode716d.o video/mode716e.o video/mode716t.o video/mode7.o video/mode7ext.o video/mv16tms.o video/newg162.o video/newgfx16.o video/newgfx2.o video/newgfx.o video/m716text.o video/2xsaiw.o video/procvid.o video/sw_draw.o video/hq2x16.o video/hq2x32.o video/hq3x16.o video/hq3x32.o video/hq4x16.o video/hq4x32.o cfgload.o endmem.o init.o initc.o uic.o patch.o ui.o vcache.o version.o zip/unzip.o zip/zpng.o effects/burn.o effects/water.o effects/smoke.o jma/7zlzma.o jma/crc32.o jma/iiostrm.o jma/inbyte.o jma/jma.o jma/lzma.o jma/lzmadec.o jma/winout.o jma/zsnesjma.o -pipe -I. -Wall -I/usr/local/include -I/usr/include -D__LINUX__ -I/usr/include/SDL -D_REENTRANT -D__OPENGL__ -O3 -ffast-math -fomit-frame-pointer -fexpensive-optimizations -s -march=pentiumpro -L/usr/local/lib -L/usr/lib -lz -L/usr/lib -lSDL -lpthread -lpng -lm -L/usr/X11R6/lib -lGL
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoQuit':
(.text+0x276): undefined reference to `aa_uninitkbd'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoQuit':
(.text+0x287): undefined reference to `aa_uninitmouse'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoQuit':
(.text+0x2c2): undefined reference to `aa_close'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_DirectUpdate':
(.text+0x38c): undefined reference to `aa_renderpalette'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_DirectUpdate':
(.text+0x3b7): undefined reference to `aa_flush'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x51d): undefined reference to `aa_parseoptions'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x52c): undefined reference to `aa_defparams'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x534): undefined reference to `aa_autoinit'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x55b): undefined reference to `aa_autoinitkbd'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x57f): undefined reference to `aa_autoinitmouse'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x59b): undefined reference to `aa_getrenderparams'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_VideoInit':
(.text+0x5c5): undefined reference to `aa_resizehandler'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_ResizeHandler':
(.text+0x6eb): undefined reference to `aa_resize'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_ResizeHandler':
(.text+0x7c0): undefined reference to `aa_renderpalette'
/usr/lib/libSDL.a(SDL_aavideo.o): In function `AA_ResizeHandler':
(.text+0x7cb): undefined reference to `aa_flush'
/usr/lib/libSDL.a(SDL_aaevents.o): In function `AA_PumpEvents':
(.text+0x283): undefined reference to `aa_getmouse'
/usr/lib/libSDL.a(SDL_aaevents.o): In function `AA_PumpEvents':
(.text+0x3b5): undefined reference to `aa_getevent'
collect2: ld returned 1 exit status
make: *** [zsnes] Error 1
Has this happened to anyone before? Anyone know how to make it compile properly?
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Seems like your SDL lib is linked against the AA lib, but you're missing the AA lib.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Don't look at me. Look at your SuSE manuals or equivelent for getting stuff.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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I had no clue what the AA lib was until you just told me. Why in the same of our Dark Lord Satan does ZSNES need to access an ascii art library?kevman wrote:Umm, lishkan, you DO know what the AA lib is, right?
AsciiArt.
For that matter, why is there a "library" for ascii art at all? I'm not a programmer, to be sure, but I still can't of a reason why that makes sense at all.
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Meh, I'll shut up. You're gonna have to figure out the problem yourself.
Last edited by Deathlike2 on Wed Jun 28, 2006 2:14 am, edited 1 time in total.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
It's too bad AAlib is so lousy :P
It would be nice if it used color averages in addition to its rather poor use of ascii characters. It should also consider an option to replace the charset with a custom set that can better represent graphical art.
But, oh well. Not like anyone uses it seriously anyway.
It would be nice if it used color averages in addition to its rather poor use of ascii characters. It should also consider an option to replace the charset with a custom set that can better represent graphical art.
But, oh well. Not like anyone uses it seriously anyway.
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What are you talking about?
I don't see what's lousy, and how can a custom set work?
Would a custom set allow this: http://nsrt.edgeemu.com/image.htm
Or this http://nsrt.edgeemu.com/image2.htm ?
I don't see what's lousy, and how can a custom set work?
Would a custom set allow this: http://nsrt.edgeemu.com/image.htm
Or this http://nsrt.edgeemu.com/image2.htm ?
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
The fact that I couldn't even make out what the first picture was before seeing the second is what I'm talking about.
What's lousy is the missing color information. There was an NES emulator for DOS that essentially took advantage of this and it helped quite a bit. Obviously, you end up with a mosaic image rather than a sharp image, but eh. It works ok. Especially if your width+height are equal as in the higher VESA text modes.
A custom set can work just like your set does. But you design it more for computer graphics by adding curved, connecting pieces to better simulate hard lines. Cartoons better represent straight/curved lines than they do ascii characters. I'm surprised you're even asking me this. More advanced image parsing would be required, of course.
Anyway, is there a quick and easy way to make SDL default to SVGAlib instead of AAlib when you run from a pure console without recompiling SDL and such?
What's lousy is the missing color information. There was an NES emulator for DOS that essentially took advantage of this and it helped quite a bit. Obviously, you end up with a mosaic image rather than a sharp image, but eh. It works ok. Especially if your width+height are equal as in the higher VESA text modes.
A custom set can work just like your set does. But you design it more for computer graphics by adding curved, connecting pieces to better simulate hard lines. Cartoons better represent straight/curved lines than they do ascii characters. I'm surprised you're even asking me this. More advanced image parsing would be required, of course.
Anyway, is there a quick and easy way to make SDL default to SVGAlib instead of AAlib when you run from a pure console without recompiling SDL and such?
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I saw an ASCII art movie featuring the clip from the Matrix where Neo is dodging the bullets on top of the building. It was cool, in an odd sort of way, but it took a lot of resources to render. And having aalib make the compile not work is just gay. Turns out I actually do have it, as well as aalib-debug, and the thing still won't compile. I don't care about having ascii art, I just want to run the damn emulator. Is there an option I can set for make that will let it ignore aalib?
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It's easy to see if you step back from the monitor.byuu wrote:The fact that I couldn't even make out what the first picture was before seeing the second is what I'm talking about.
So I use this custom set, and how do I make a text HTML page out of it then? I can't include a custom set with my HTML page.byuu wrote: A custom set can work just like your set does. But you design it more for computer graphics by adding curved, connecting pieces to better simulate hard lines. Cartoons better represent straight/curved lines than they do ascii characters. I'm surprised you're even asking me this. More advanced image parsing would be required, of course.
Not that I know of. However mplayer supports AA out of the box. I watched Air Force One that way once, was quite a kick.byuu wrote: Anyway, is there a quick and easy way to make SDL default to SVGAlib instead of AAlib when you run from a pure console without recompiling SDL and such?
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
whee. I just tried that and the console locked up and I had to restart. Awesome.byuu wrote:Anyway, is there a quick and easy way to make SDL default to SVGAlib instead of AAlib when you run from a pure console without recompiling SDL and such?
Anyway. I guess you could put something like this in your bash rc/profile:
Code: Select all
[ -z "$DISPLAY" ] && export SDL_VIDEODRIVER=svgalib
You probably want aalib-dev, not debug.lishkan nui wrote:Turns out I actually do have it, as well as aalib-debug, and the thing still won't compile.
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There are nice textmode demos on pouet...
http://www.pouet.net/lists.php?which=11
eg. Rivulet, jupop, Fixedsys, Dead Blue People, TMDC7 releases, Rapture, Tribute, ...
http://www.pouet.net/lists.php?which=11
eg. Rivulet, jupop, Fixedsys, Dead Blue People, TMDC7 releases, Rapture, Tribute, ...
vSNES | Delphi 10 BPLs
bsnes launcher with recent files list
bsnes launcher with recent files list
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Libcaca can be interesting, if you have trouble with grayscale ascii pics.
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Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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I have aalib-devel (which I take is the newest version of aalib-debug). Same problem. I'm at a loss as to how to fix this.spoon0042 wrote:whee. I just tried that and the console locked up and I had to restart. Awesome.byuu wrote:Anyway, is there a quick and easy way to make SDL default to SVGAlib instead of AAlib when you run from a pure console without recompiling SDL and such?
Anyway. I guess you could put something like this in your bash rc/profile:(Though this page I found says it should be trying svga first...)Code: Select all
[ -z "$DISPLAY" ] && export SDL_VIDEODRIVER=svgalib
You probably want aalib-dev, not debug.lishkan nui wrote:Turns out I actually do have it, as well as aalib-debug, and the thing still won't compile.