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10:29:56
karlosz
but anyway we get editcore to produce .s and .o files, then we take the runtime and link it with that
10:30:10
karlosz
we might have to fix up some differing parameters but we can also stub out missing c symbols
10:31:16
karlosz
so the only stuff to potentially fix up is differing os parameters (should be page_size basically)
10:31:44
karlosz
there's the signals related stuff too which can just be stubbed out to error - we'll modify the sbcl source code to use soft card marks and be not interactive
10:32:13
karlosz
although what kind of input do we have if not stdin? it would be good to get a repl that we can interact with somehow on the switch backed by fasteval?
10:35:54
Colleen
<shinmera> I already adjusted the groveller to use this to get the target platform constants from the NX itself.
10:38:38
karlosz
maybe i should look into getting soft card marking working first before trying to merge on top of trial nx
10:39:33
Colleen
<shinmera> Getting an automated build working will also help a lot in the long run.
10:43:04
karlosz
i expect the following two things to happen: the linker will complain about the .o file for being ELF and not NSO (hopefully that is remedied by changing the magic number if they're so similar)
10:43:29
karlosz
and then after that the NX will die because it can't relocate the heap because that entails modifying the text section (we still need to hear back from nintendo about that)
14:14:22
Colleen
<shinmera> It fuses the history into the main repo, making it easier to keep local patches and push them back upstream.
14:18:43
Colleen
<shinmera> you should be able to do something like git subtree pull --prefix sbcl sbcl master
14:22:51
Colleen
<shinmera> yes, you should be able to do something like --allow-unrelated-histories
14:24:39
Colleen
<shinmera> according to some other stackoverflows you might need to add --squash to the command instead
14:27:10
karlosz
though this might not be the best way to go about it - i can resolve the merge conflicts but that doesn't update the copied runtime files
14:29:16
karlosz
yeah, hence why i was debating to do all the upstream relevant stuff first to avoid merging like this, but we'll see how broken things are after this merge
14:58:35
karlosz
although im worried we'll lose the overview on the nx specific stuff that was added
15:00:01
karlosz
yeah though the full diff is easier to parse when everything is rebased on top of upstream
15:00:30
Colleen
<shinmera> I suppose you could revert the merge commit and use git subtree pull with rebase instead?
15:09:19
Colleen
<shinmera> I tried patching a dll to make multiple sessions work, but apparently my dll version is too new or something
15:30:48
Colleen
<shinmera> https://stackoverflow.com/questions/12858199/how-to-rebase-after-git-subtree-add
15:32:08
Colleen
<shinmera> worst case you could make a new branch from the initial squash merge, merge upstream, then rebase master onto that?
15:33:20
karlosz
C:\msys64\home\karlosz\trial-nx\sbcl\src\runtime/wrap.c:113: undefined reference to `realpath'
15:37:05
Colleen
<shinmera> if it fails with the runontarget step, you'll need the nintendotargetmanager and connect to it there
15:37:29
karlosz
[Error] Invalid format .adf file. At least one file must be included in the data region.
15:45:11
Colleen
<shinmera> ah, looks like you just need to create a random file in the data/ directory.
18:28:28
karlosz
yeah i don't know if i ever tried visual studio with sbcl, have to figure that out too i guess
18:30:48
karlosz
just being able to see the assembly itself and the address of the program counter is already a lot of information ;)
18:35:47
karlosz
shinmera: ok so here's another logistical question: we can't run the arm64 linux build on the windows vm
18:36:24
karlosz
so we need to run the buiukld and shrinkwrapping procedure on an arm64 linux vm and then transport those artifacts to the windows vm for it to finish linking the sbcl runtime with the .s and .o file
18:38:11
Colleen
<shinmera> For now, anyway. I'll have a proper think about a better build process that requires less *waves hands* at some later date.
18:39:34
karlosz
i remember when i was doing stuff for playstation they had some server/client script that allowed you to run everythingon linux
18:40:25
Colleen
<shinmera> and yeah, that's also an option, but ime running an sshd on windows is a pain.
18:40:55
karlosz
i don't know your internal network layout but just connecting those two is all i really need for the near future
18:45:05
karlosz
gonna try to get a shrinkwrapped thing on linun and transport the .s file over and try linking
18:46:42
karlosz
ehhhh i'll do that later. going to fix dinner, feel free to kill the workstation whenver, i probably won't get anything useful done anymore today
19:48:45
fullmera
Hello! I have been having a small issue with Trial where *context* is nil while a shader class change event is being handled, which leads to an error with ALLOCATE. Under what conditions should *context* be nil during a render loop's update?
19:51:04
Colleen
<shinmera> *context* can only be NIL: 1. prior to launch-with-context, 2. after launch-with-context exits 3. in a new thread
19:51:28
fullmera
I made a method on update :before main to break if *context* is null, and it seems to be true for a number of updates after launch porportional to the target frame time