Can Blide be used with BlitMax NG?

Started by Cody, March 26, 2019, 00:38:09

Previous topic - Next topic

Cody

Can Blide be made to use BlitzMax NG?
I installed blide-plus-15-09-2001-SP1 and set it to the folder with BlitzMax_win32_0.99.3.31.
I tried to build a sample game and got the error,
E:/000/prog/BlitzMax_NG/MinGW32x64/bin/ar.exe: creating E:/000/prog/BlitzMax_NG/mod/brl.mod/blitz.mod/blitz.debug.win32.x64.a

What should I do next to try and make this work?

Sorry I'm so clueless. This is my first attempt at using NG.

markcwm

#1
Well, it's possible to use Blide with Blitzmax NG but it was never made fully compatible by ziggy.

GW called it "a pain in the butt":
https://www.syntaxbomb.com/index.php/topic,4204.msg13687.html#msg13687

As Krischan pointed out unless you want 64-bit it's better to use vanilla/OS Blitzmax:
https://www.syntaxbomb.com/index.php/topic,46.msg788.html#msg788

And Krischan mentions there are "other disadvantages":
https://www.syntaxbomb.com/index.php/topic,4897.msg19145.html#msg19145

So if you do proceed then use cmd (command-line) to build all modules:
https://www.syntaxbomb.com/index.php/topic,46.msg563.html#msg563

This is necessary because Blide takes over the build process:
https://www.syntaxbomb.com/index.php/topic,46.msg575.html#msg575

I'm going to recommend you use Blide as an editor and then use MaxIDE NG to build and run.

Cody

"I'm going to recommend you use Blide as an editor and then use MaxIDE NG to build and run."

Thank you very much for your help.

GW

#3
I still use Blide with BmaxNG all the time.  It works well enough for me.  Here are some random thoughts.

       
  • Blide allows you setup multiple bmax installations, so you switch back and forth between vanilla and bmaxng with just a button click. it's handy.
  • The -w argument to the new bmk is a necessity. Edit the source code of bmk to make it enabled by default.
  • The arguments that Blide passes to bmk are inaccessible to the user.  One day in the future i'll patch Blide to handle the new bmk args and make a post on how to do it.
  • The "Blide Publisher" stuff doesn't work and probably never will, NG uses gcc in a different way, but you can get the same results outside of Blide.
  • If you need to add any specific custom NG bmk arguments to your build, then you can try creating a <compiledexe>.bmk file in the same directory as your project and add the arguments there. Example:(a)  Sometimes this doesn't work,  probably because of (c).
  • Another thing to try is adding the bmk arguments to the main source file of your application. Example:(b).  But I don't know how well this works, also because of (c). I basically throw everything at the wall and hope something sticks.
  • Do all your module building from the command line as stated previously.
(a)addarg "-w"
addarg "-quick"
addarg "-v"


(b)' @bmk addarg "-w" 
' @bmk addarg "-h"
' @bmk addarg "-v"


(c) No worthy documentation of any kind!




Derron

you could also compile your own bmk.exe which just passes everything it gets to "bmk_ng.exe" and returns whatever that passed stuff returns.
"bmk_ng.exe" is then the original bmk.exe.
Means you can update without recompiling.

Maybe better: ask ziggy if he could add some minor stuff.


bye
Ron

Yellownakji

The lastest version of Blide, v15, works beautifully with BMXNG.  I use it as my main IDE.