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ngolian
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Post subject: 64-bit Posted: Fri Apr 11, 2008 6:29 pm |
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Joined: Fri Apr 11, 2008 6:18 pm Posts: 2
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Can it be compiled on/for x86_64? I tried with 1.2, but the version of ode it comes with won't compile because OPCODE has been designed to only work on 32-bit systems. Debian amd64 has ode packages which use GIMPACT instead of OPCODE. Can I make Raydium/ManiaDrive use the Debian packages instead or are there other things, eg assembly code, which make it 32-bit only?
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ouille
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Post subject: Posted: Fri Apr 11, 2008 7:04 pm |
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Joined: Sun Oct 09, 2005 10:46 pm Posts: 706
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Hello,
I'm working on the windows version of raydium.
I never hear about running raydium on 64bits system.
I thought that ode building for 64bits system was resolved, but perhaps i'm wrong.
You can try to build using ode 64 bit package.
I don't think there is assembly or something like this but ...
Post your results !
Have a nice day
Ouille
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ngolian
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Post subject: Posted: Sat Apr 12, 2008 11:14 pm |
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Joined: Fri Apr 11, 2008 6:18 pm Posts: 2
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I got it to compile but it crashes at the end of the countdown when starting a game - it looks to be in GIMPACT ironically enough.
I tried the Windows version and didn't really like it anyway. I wish they'd tried to make it fun instead of annoyingly difficult.
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ouille
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Post subject: Re: 64-bit Posted: Sat Apr 24, 2010 3:00 pm |
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Joined: Sun Oct 09, 2005 10:46 pm Posts: 706
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Hello,
You probably have to configure ode. Normaly raydium build doesn't use gimpact but opcode.
Verify in config.h or something like this.
Have a nice day. Ouille
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Xfennec
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Post subject: Re: 64-bit Posted: Mon Apr 26, 2010 1:57 pm |
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Joined: Sun Mar 16, 2003 2:53 am Posts: 2522 Location: gnniiiii (Scrat)
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(just a quick side note: I've tested the current "32 bit SDK" with a windows 7 64 bits, and all worked nice. I was afraid of some UAC restrictions, mainly about writing into user's directory, but everything is OK. Nice ! )
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