SyntaxBomb - Indie Coders

Languages & Coding => BlitzMax / BlitzMax NG => Topic started by: Rooster on June 08, 2017, 21:44:46

Title: BlitzMax NG Download
Post by: Rooster on June 08, 2017, 21:44:46
Download (https://github.com/bmx-ng/bmx-ng/releases)
Title: Re: BlitzMax NG Download
Post by: EdzUp on June 09, 2017, 09:42:03
I just hope Brucey doesn't lose faith in it with BRL pulling support
Title: Re: BlitzMax NG Download
Post by: MikeHart on June 09, 2017, 10:31:16
Judging by the comments on Github, I think he wants to open his own forum.
Title: Re: BlitzMax NG Download
Post by: eagle54 on June 11, 2017, 10:16:23
Hi,

Sorry for my english, i'm happy to find this forum to talk about blitzmax, blitz3d, blitzmax-ng & monkey. It's shame that the site blitzbasic.com is closed :(

Some useful links :

Brucey Modules :
https://github.com/bmx-ng/
https://github.com/maxmods

OpenB3D - Drugged Bunny & markcwm (i don't know if it works):
https://github.com/DruggedBunny/openb3d.mod
https://github.com/markcwm/openb3d.mod/

best regards
Title: Re: BlitzMax NG Download
Post by: Hardcoal on June 11, 2017, 20:46:24
please try my forum.. and maybe join it as admins to improve it http://blitzbasic.freeforums.net/
it is dedicated only for blitz
Title: Re: BlitzMax NG Download
Post by: EdzUp on June 11, 2017, 21:03:46
Now I know everyone is jumping up trying to fill the void that the old forums created but this forum and site was around in the before time and to be honest I'm already registered here and don't want to fragment my time with forums all over the place.
Title: Re: BlitzMax NG Download
Post by: Steve Elliott on June 11, 2017, 21:08:57
Agreed.
Title: Re: BlitzMax NG Download
Post by: Hardcoal on June 11, 2017, 23:39:01
I also Agree.. if this forum becomes more elaborate with sections like in blitzbasic homepage..

besides the forum ive opened has only 50megs.. free..
so i think it is a failed attempt .
I think ill stick here if at all

but someone please create a general discussion section. there is no place for general expression yet
Title: Re: BlitzMax NG Download
Post by: Qube on June 11, 2017, 23:52:03
Quotebut someone please create a general discussion section. there is no place for general expression yet
It's the first listed forum :P http://www.syntaxbomb.com/index.php/board,1.0.html
Title: Re: BlitzMax NG Download
Post by: Hardcoal on June 12, 2017, 03:13:47
i meant general discussion under blitz section :) due
Title: Re: BlitzMax NG Download
Post by: Qube on June 12, 2017, 05:37:23
Quote from: Hardcoal on June 12, 2017, 03:13:47
i meant general discussion under blitz section :) due
Oh right, lol... Do we need another general discussion? - I can see the benefit of a Blitz only discussion section but would it be used?... Members, over to you :P
Title: Re: BlitzMax NG Download
Post by: Rooster on June 12, 2017, 15:46:54
Quote from: Qube on June 12, 2017, 05:37:23
Quote from: Hardcoal on June 12, 2017, 03:13:47
i meant general discussion under blitz section :) due
Oh right, lol... Do we need another general discussion? - I can see the benefit of a Blitz only discussion section but would it be used?... Members, over to you :P
Isn't that what the forum before you go into the Blitz child forums is now?
Title: Re: BlitzMax NG Download
Post by: MikeHart on June 12, 2017, 16:19:00
Quote from: Rooster on June 12, 2017, 15:46:54
Isn't that what the forum before you go into the Blitz child forums is now?

Definitely it could be seen/used as that.
Title: Re: BlitzMax NG Download
Post by: Xaron on June 28, 2017, 17:45:43
Hey there, so I've installed BlitzMax (classic) on Mac OS Sierra, but want to do 64 bit builds. I've downloaded BMax NG and unzipped it. What next? I guess I have to compile it first? The IDE there doesn't start because it doesn't find the BlitzMax installation. Sorry for this probably stupid basic questions...
Title: Re: BlitzMax NG Download
Post by: markcwm on June 28, 2017, 19:03:07
Hi Xaron, better to start a new topic for this question. I'll help as I need to set up NG on Mac too.
Title: Re: BlitzMax NG Download
Post by: Xaron on June 29, 2017, 07:48:47
You're right, did that.
Title: Re: BlitzMax NG Download
Post by: Pingus on August 29, 2017, 02:01:27
Hi guys,

Old Blitzmax forum user and still Blitzmax user (Jewel Match games)...
I finally found (I hope) a new home here. I would like to check NG a bit further but I'm not very used to the compilation stuff, is there is a recent link on a already builded NG version for PC, more recent than the one here http://www.bmx-ng.com/main/downloads (http://www.bmx-ng.com/main/downloads)/ ?
Title: Re: BlitzMax NG Download
Post by: RonTek on August 29, 2017, 04:19:16
Quote from: Pingus on August 29, 2017, 02:01:27
Hi guys,

Old Blitzmax forum user and still Blitzmax user (Jewel Match games)...
I finally found (I hope) a new home here. I would like to check NG a bit further but I'm not very used to the compilation stuff, is there is a recent link on a already builded NG version for PC, more recent than the one here http://www.bmx-ng.com/main/downloads (http://www.bmx-ng.com/main/downloads)/ ?

Hey Pingus, try downloading the latest release on the official github repo:

https://github.com/bmx-ng/bmx-ng/releases
Title: Re: BlitzMax NG Download
Post by: Pingus on August 29, 2017, 23:16:54
Ok thanks it works quite nicely. I was able to compile an old game for 64 bits, fun !

Of course when it comes to compiling for Android thats another issue, but that should go in another topic.
Title: Re: BlitzMax NG Download
Post by: Juiceter on September 15, 2017, 14:10:46
I'm not going to give up on blitzmax. I'm too in to it! It's a wonderful language. Although it does things differently to blitz 2d which I used to use, I'm used to it now. I hope Brucie doesn't give up on it either.
Title: Re: BlitzMax NG Download
Post by: sphinx on September 15, 2017, 18:48:43
Quote from: Juiceter on September 15, 2017, 14:10:46
I'm not going to give up on blitzmax. I'm too in to it! It's a wonderful language. Although it does things differently to blitz 2d which I used to use, I'm used to it now. I hope Brucie doesn't give up on it either.

I wish that too, even though I have plan B which is AGK.
I am aware that BlitzMax is superior in the sense it is more general purpose language but you have to be ready with more than one weapon.
Title: Re: BlitzMax NG Download
Post by: ms62 on September 28, 2017, 14:09:24
I think multi-platform-ism has killed BlitzMax. I wish BlitzMax was for Windows 64-bit only.
Title: Re: BlitzMax NG Download
Post by: Steve Elliott on September 28, 2017, 14:37:51
Quote
I think multi-platform-ism has killed BlitzMax. I wish BlitzMax was for Windows 64-bit only.

An interesting perspective.
Title: Re: BlitzMax NG Download
Post by: sphinx on September 28, 2017, 21:52:20
Quote from: ms62 on September 28, 2017, 14:09:24
I think multi-platform-ism has killed BlitzMax. I wish BlitzMax was for Windows 64-bit only.
I do not agree!
On contrary, it is what keeps it alive right now.
Title: Re: BlitzMax NG Download
Post by: ms62 on September 29, 2017, 00:44:02
Download link for NG take me to a blanks page.
Title: Re: BlitzMax NG Download
Post by: markcwm on September 29, 2017, 01:17:49
Dabz set that site up (bmx-ng.com) so I guess he's not renewing his domain name.

New Bmx users should get the latest official Bmx NG release (https://github.com/bmx-ng/bmx-ng/releases) (currently 0.87) instead of Dabz's older 0.77 version.
Title: Re: BlitzMax NG Download
Post by: ms62 on September 29, 2017, 02:15:51
Good, thanks, I download it.
Title: Re: BlitzMax NG Download
Post by: Rooster on September 29, 2017, 05:54:46
I fixed the link. ;)
Title: Re: BlitzMax NG Download
Post by: Dabz on October 16, 2017, 19:52:57
Quote
Dabz set that site up (bmx-ng.com) so I guess he's not renewing his domain name.

I did, and for the most part, I was going to keep it going, but I had a few domains kicking around and decided to let a lot of them go, including bmx-ng.com, there was really very little traffic on there, like, next to none, and thought it wouldnt be missed...

Obviously I was wrong!  :-[

Dabz
Title: Re: BlitzMax NG Download
Post by: markcwm on October 17, 2017, 01:31:43
Well it was a useful site and served it's purpose I'm sure for many people, so thank you Mr. Dabz! I found the 0.77 windows release useful, at a time when NG often had bugs, I also had fun using the Android tutorial to build firepaint successfully. I backed them up to the tutorials board btw.

Just wondering if that issue with NG apps not being allowed to run on Samsung phones was ever fixed?
Title: Re: BlitzMax NG Download
Post by: RonTek on October 17, 2017, 01:37:08
Quote from: markcwm on October 17, 2017, 01:31:43
BTW, does anyone know if that issue with NG apps not being allowed to run on Samsung phones ever fixed?

Really? wow that's weird. I got some help months ago testing a lot of demos on Samsung phones and tablets and it works great.
Title: Re: BlitzMax NG Download
Post by: markcwm on October 17, 2017, 02:40:02
Hi, yes it was with Samsung Galaxy S3 & S4 on Android 4.x and was possibly due to the security app Knox. Here is the topic http://wasted.nz/posts.php?topic=104430 - it seems it did work if the phone was rooted, so maybe a permissions issue but this was never confirmed.
Title: Re: BlitzMax NG Download
Post by: RonTek on October 17, 2017, 02:58:08
Quote from: markcwm on October 17, 2017, 02:40:02
Hi, yes it was with Samsung Galaxy S3 & S4 on Android 4.x and was possibly due to the security app Knox. Here is the topic http://wasted.nz/posts.php?topic=104430 - it seems it did work if the phone was rooted, so maybe a permissions issue but this was never confirmed.

I see and same device or year models (Android 4.x). I have not encountered any Knox app, rooted or anything like that. It just straights up installed with just allow Unknown Sources.

It was probably the same results for me with Dabz post here..
http://wasted.nz/posts.php?topic=104430#93


Title: Re: BlitzMax NG Download
Post by: Derron on October 17, 2017, 08:20:02
I've read about Knox but never owned such a device.

When compiling with NG the apps won't be signed properly (with your individual keys) maybe this raises the awareness of the security system and it blocks execution then?


I've run my demos on multiple android devices (4.x and 5.x) without trouble but were not able to test them yet on a 6.x or 7x device.


bye
Ron
Title: Re: BlitzMax NG Download
Post by: TomToad on October 22, 2017, 20:38:08
It was a problem specifically with samsung devices.  As far as I know, it has never been fixed.  Probably won't be a problem for most people as I believe Samsung fixed its security on the S5 and up.  The S3 and S4 are old phones and I am finding my S3 unable to run more and more apps.
Title: Re: BlitzMax NG Download
Post by: meems on February 16, 2018, 21:41:36
So what's the story with blitzmax-NG?
What does the NG stand for?
I tried to do my own research. When I got to the readme at github, I thought right now i can get a grip on the technical hallmarks of NG. Instead i got this
Quote from: github blitzNGMonkey-originated bcc parser for BlitzMax Generates BlitzMax (mostly) compatible C-source which has the added advantage of being more portable than the original bcc-generated processor-specific assembler.

Hmm, a brief broad sweep with no detail. Fashionable in the mass media atm cos the general public have 2 second attention spans while browsing fb and twitter. But for dedicated blitz users? :(
I am interested in the monkey-ish ability to create executables for different systems. I'd like to know which systems blitz-ng can port to, and which are planned.  Any detail of ng on the net, or is the only way to know to DL and try port some code to system x?
Title: Re: BlitzMax NG Download
Post by: Steve Elliott on February 16, 2018, 21:46:20
NG = Next Generation (yeah I don't like the term either).

Brucey has a solid programming reputation, but life it seems has got in the way recently, so has slowed his progress.
Title: Re: BlitzMax NG Download
Post by: meems on February 16, 2018, 22:27:58
maybe blitzMaxPlus :D or blitz2Max

how portable is BlitzMax code to BlitzMax-NG ? I'd like it to be 100%
Title: Re: BlitzMax NG Download
Post by: Steve Elliott on February 16, 2018, 22:34:05
Sounds like a flu remedy  ;)

I think 100% is very optimistic from what I've heard, but NG users can give a better more accurate account - or the man himself  :D
Title: Re: BlitzMax NG Download
Post by: meems on February 17, 2018, 00:23:01
Well it should be near 100%. Otherwise, might as well use monkey
Title: Re: BlitzMax NG Download
Post by: Derron on February 17, 2018, 07:43:09
Quotehow portable is BlitzMax code to BlitzMax-NG ? I'd like it to be 100%
It is 100% portable to NG. Also BlitzMax and BlitzMax NG code is 100% portable to C, C++, ...


You really should stop flaming around as this does not increase sympathy to you - which is required in a small community to get help from others. People here are not paid for support - so friendlyness helps. You do not have to agree to everything but it is not the best idea to be that "harsh" to everything and and everyone.


I am pretty sure you asked for compatibility. BMX NG compiles Blitzmax code to C before GCC then compiles it to the ELF/EXE-file of your choice. There are differences between vanilla and NG. Most important is that NG - without additional parameters during compilation - is more strict than vanilla. NG understands "void" while vanilla interprets "nothing" as "int". So without parameters to supress warnings or to ignore certain stuff, you have to adjust some lines of your code.

Code you prepared for NG most often works for vanilla too. Exception is if you use modules written for NG. They can use stuff like "interfaces" which only work in NG and not in vanilla. So once you go NG (and use the improved stuff of NG - like interfaces, overloading, ...) you better stay there to avoid hassle.

But if you code with vanilla and handle the NG stuff carefully (eg. mask the differences with conditionals - like "?bmxng ... ?not bmxng") you will be able to use vanilla and NG on the same codebase. Am doing this with TVTower (https://www.github.com/TVTower).

If your code was "vanilla based" and already "[super]strict" and not using advanced type extensions (Type MyStream extends TStream) then it should just "compile and work".
If it does _not_ then you most likely used a glitch in vanilla (even if we discussed some quirks in vanilla already in the past - and made sure that NG behaves the same odd way) or you even might have found a bug in bcc-ng (bmx->c transpilation).


bye
Ron
Title: Re: BlitzMax NG Download
Post by: meems on February 17, 2018, 10:03:53
>You really should stop flaming around ...
What flames?

...as this does not increase sympathy to you

5 sympathy points : get free :) after every comment to you
10 sympathy points : nearby coders will come to your local and buy u a pint
20 sympathy points :  ...will look after your cat when you go skiing holiday
30 sympathy points :  ....will look after your dog when u go Thailand holiday and not tell your woman
50 sympathy points :   will book you holiday to Thailand if think you're having a hard time and need a break

Ok, can people please tell me how much sympathy they have for me, so I can have my stuff ready to board my flight.
Title: Re: BlitzMax NG Download
Post by: meems on February 17, 2018, 10:16:28
@Derron
thx for the informative post. It's good that the compatibility between BM and BMng is near 100%. But what platforms can NG code compile to?
Title: Re: BlitzMax NG Download
Post by: Derron on February 17, 2018, 10:44:07
@ flames

> how portable is BlitzMax code to BlitzMax-NG ? I'd like it to be 100%
[...]
> Well it should be near 100%. Otherwise, might as well use monkey

This kind of flaming towards Brucey's BlitzMax NG. You expect everything to be working "out of the box". You forget that this is an FOSS language/toolkit which is done by almost only one person. Do you think it encourages the people doing their stuff when they have to read what you write? Of course people could write way worse things but it just is not really "nice" to do so.
In the other thread you told all of us as being not capable of doing certain coding stuff ... that it is only you or Bruce who might come up with a specific solution. There are surely people here in the forum who could have done it ... but why should they? How do you expect others to lurk around in the forum at the same time of your "request" (nicely circumscribed). People help here for free... share their "wisdom", "opinion" or even code.
BlitzMax is a language designed for people who want to create games, not tinker around optimizations or "how to tackle this specific way in the best performing way". So stuff is often done for "convenience" and not "performance". Maybe this is why "TLink" is kind of an helper and not the default way to move along in linked lists (not talking about "iterating" as "iterators" are the thing which might break when manipulating the lists).
There is plenty of stuff to optimize. Do you use Bitmasks? Do you blame others for not using this kind of memory saving, easy comparable and pretty powerful thing but 5 different "Field optionXYZ:int" fields? For many people it is easier to write "if optionXYZ then doX()" instead of "if options & FLAG_OPTIONXYZ then doX()" - not to talk about setting/removing the bitmask (flags :| option  or flags :& ~option). Convenience. Also I wrote about extendible code but your responses kept the same: only your solution is the right one until another one comes around doing how you think it should be done.

This kind of "flaming" is what I was talking about. Maybe being "grumpy" would fit better as description.


@ targets
NG compiles to Mac, Linux, Windows, Android (arm, x86, x84), RasPi, iOS - and this in the flavors "32bit" or "64bit". Emscripten was planned but there are some problems with the way BlitzMax handles functions and methods (pointers...) which is not really supported by Emscripten. So Brucey run into trouble there and it wont work without big efforts.
I assume it could work on the Nintendo Switch or other "SDL supported platforms" but as long as Nintendo does not accept every developer and/or gifts some DevKits, it wont become a target. 

bye
Ron
Title: Re: BlitzMax NG Download
Post by: meems on February 17, 2018, 11:50:27
>100% blitzMax compatibility, otherwise use monkey
> highly cross platform, otherwise use monkey


They are not flames. They are matter-of-fact statements, I would think they'd be the basis and motivation of the NG dev's reason to dev NG. I doubt me repeating what Brucey carries in his mind every day to motivate himself would demoralize him. The steely resolve, determination and stubbornness that drives great men to pioneer the progress of mankind is an immense unstoppable force and a wonder to behold. Short of burying an axe in his skull I doubt I could quench it.

>You forget that this is an FOSS language/toolkit which is done by almost only one person.
On the contrary, I am very grateful to Brucey for what he has given us. I am penniless, but I will strive to repay him someday, in cash or kind, by vindicating his efforts by making a great game coded in BlitzMax NG. BlitzMax's brightest days are still in the future, thanks to Brucey.
I hope someday I can take you, me and Brucey on holiday with the fortune I make from my game. I see us on Pattaya Beach, each with beer and a girl, laughing about stuff and reminiscing the hard work we'd put in over these current years. We will have fulfilled our destiny to be successful in life by making the world a better place. It is a dream I have.
Title: Re: BlitzMax NG Download
Post by: meems on February 24, 2018, 09:38:29
downloaded and run ng. Now trying to compile and run
Print " hello world "

Compiler spent ages including hundreds of libs from audio, input, gfx, pretty much every lib a coder might need at some point in life. Then it gets stuck on 60%. Tried again, now gets stuck at 52% with :
Quote[ 44%] Processing:glew.bmx
[ 52%] Compiling:glew.bmx.debug.win32.x86.c
so tried again, switching off all compile options. got the hundreds of c lib compiles again. After about 3 minutes and a thousand compile messages, it ran.

Is there a reason for the compile being so bulky? It's not useable like this.

edit : it was much faster the 2nd time, looks like this was one-off startup compile.
Would it be such a crime to add one more compile message to the thousands that exist?
" HI USER, THIS IS A ONE OFF START UP COMPILE IT MAY TAKE A WHILE "
Title: Re: BlitzMax NG Download
Post by: TomToad on February 24, 2018, 10:13:16
For some reason, glew takes forever to compile the first time.. Just leave it for a while and it will eventually start again. After the first time you compile something, glew won't give you any more problems.
Title: Re: BlitzMax NG Download
Post by: Derron on February 24, 2018, 10:45:10
glew - especially the debug can take a big big big while - think Raspi or other "slow" devices take 30 mins or so to compile that.

Once modules are compiled (release, debug, threaded release, threaded debug - for the given target platform) you wont see them recompiled until you change the module code - or code of dependencies of that module (or its dependencies ...).


I pushed a change ot bmk some weeks ago, speeding up compilation times (as dependencies created literally billions of entries to process when doing many imports of files which import each other already). Maybe this change is the source of something odd I saw these days: if I compile something and it fails with a syntax error or so, all meanwhile "needed to compile too" were not stored in their precompiled state but rather got compiled again until I removed the errors and compiled the whole thing successfully.


bye
Ron
Title: Re: BlitzMax NG Download
Post by: col on March 14, 2018, 19:08:03
Brucey has just provided some handy updated binaries for windows and linux units downloadable from post 1 on page 1 :)

Thank you Brucey!
Title: Re: BlitzMax NG Download
Post by: Derron on March 14, 2018, 19:20:36
BlitzMax_linux_x64_0.93.3.21.tar.xz (17.51 MiB) - downloaded 0 times.
BlitzMax_win32_x64_0.93.3.21.7z (71.99 MiB) - downloaded 7 times.
BlitzMax_win32_x86_0.93.3.21.7z (72.71 MiB) - downloaded 6 times.
BlitzMax_win32_0.93.3.21.7z (124.25 MiB) - downloaded 1 times.

Interesting.


bye
Ron
Title: Re: BlitzMax NG Download
Post by: Henri on March 14, 2018, 20:53:39
I'm impressed by the packing rate of 7zip. From ~600 megs to 72,7 megs. Quite a downsize.

-Henri
Title: Re: BlitzMax NG Download
Post by: Grisu on October 31, 2018, 21:41:20
Sadly, I can't manage to compile my Pocket Radio Player (32-Bit) with NG.
Title: Re: BlitzMax NG Download
Post by: Derron on October 31, 2018, 22:25:25
So you filed an issue on github.com/bmx-ng/bcc ?
Or did you create a thread here with details about the error?


If so, Brucey (or others) might  be able to help.


bye
Ron
Title: Re: BlitzMax NG Download
Post by: imaginaryhuman on November 23, 2019, 20:12:55
I updated to the dreaded 64-bit only catalina. And now BlitzMax NG will not open. It says the app 'bcc' cannot be verified by apple (ie security or whatever) and so it refuses to launch.

Actually what it says is:

..."cannot be opened because its from an unidentified developer" "macOS cannot verify that this app is free from malware'.

Has a Catalina-compatible version of NG been made available yet?
Title: Re: BlitzMax NG Download
Post by: Derron on November 23, 2019, 21:45:29
Think you need to build it on your own - at least it was this way for "MaxIDE" - which is why there is a script in the download

https://github.com/bmx-ng/bmx-ng/releases

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLcN7AAe.png&hash=4cf760fe820c0c3d7d3ad666ea8615d2f582b099)

Maybe this is now needed for the other binaries too. So Brucey might eg need to hand out a bootstrap variant (so BMX already translated to C - so you need to run a command/script which compiles all the C code into BMK, BCC, ... etc.). So in essence you run binaries build on your computer.


A new release is surely coming soon - the project is currently fixing issues and trying to get it work properly on some platforms like raspberry again (which it does now). Will try to redirect Bruceys attention to your post here.



Unsecure workaround for this verification thing:
https://www.imore.com/how-open-apps-anywhere-macos-catalina-and-mojave
Quote
Significant changes have arrived with macOS Catalina.

Now, apps started through Terminal are also checked. These files get the same malware scan, signature check, and local security policy check. The difference: even on the first run, you only need to explicitly approve software launched in bundles, like a standard Mac app bundle, not for standalone executables or libraries.

bye
Ron
Title: Re: BlitzMax NG Download
Post by: imaginaryhuman on November 23, 2019, 22:15:17
The only way I could get the build of the ide etc to work, was to run that disable command (via the other website's interactions) first, then run the other commands to build the ide, cus is still refused to run bcc otherwise. Once the whole thing was built, I then run it, rebuilt all files, rebuilt all documentation, then re-enabled the gatekeeper thing. It seems now to work, as I can launch the ide icon directly and compile programs.

Thanks for the info. I hope this will be easier in future.
Title: Re: BlitzMax NG Download
Post by: hackball on May 03, 2020, 20:34:33
I cannot get the latest release to build.I am getting minor warnings and one error, in the end i have no MaxIDE.
i used the run_me_first.command.
Building bmk...
[ 0%] Compiling:appstub.macos.m
[ 0%] Compiling:NSProcessInfo_PECocoaBackports.m
[ 1%] Compiling:macos.m
[ 22%] Compiling:allchblk.c
[ 22%] Compiling:alloc.c
[ 23%] Compiling:backgraph.c
[ 23%] Compiling:blacklst.c
[ 24%] Compiling:checksums.c
[ 24%] Compiling:darwin_stop_world.c
[ 25%] Compiling:dbg_mlc.c
[ 25%] Compiling:dyn_load.c
[ 25%] Compiling:finalize.c
[ 26%] Compiling:gc_dlopen.c
[ 26%] Compiling:gcj_mlc.c
[ 27%] Compiling:headers.c
[ 27%] Compiling:mach_dep.c
[ 28%] Compiling:malloc.c
[ 28%] Compiling:mallocx.c
[ 28%] Compiling:mark.c
[ 29%] Compiling:mark_rts.c
[ 29%] Compiling:misc.c
[ 30%] Compiling:new_hblk.c
[ 30%] Compiling:obj_map.c
[ 31%] Compiling:os_dep.c
[ 31%] Compiling:pthread_start.c
[ 32%] Compiling:pthread_stop_world.c
[ 32%] Compiling:pthread_support.c
[ 32%] Compiling:ptr_chck.c
[ 33%] Compiling:reclaim.c
[ 33%] Compiling:specific.c
[ 34%] Compiling:thread_local_alloc.c
[ 34%] Compiling:typd_mlc.c
[ 35%] Compiling:win32_threads.c
[ 35%] Compiling:blitz_app.c
[ 35%] Compiling:blitz_array.c
[ 36%] Compiling:blitz_cclib.c
[ 36%] Compiling:blitz_debug.c
[ 37%] Compiling:blitz_enum.c
[ 37%] Compiling:blitz_ex.c
[ 38%] Compiling:blitz_gc.c
[ 38%] Compiling:blitz_handle.c
[ 39%] Compiling:blitz_incbin.c
[ 39%] Compiling:blitz_memory.c
[ 39%] Compiling:blitz_module.c
[ 40%] Compiling:blitz_object.c
[ 40%] Compiling:blitz_string.c
[ 41%] Compiling:blitz_thread.c
[ 41%] Compiling:blitz_types.c
[ 42%] Compiling:blitz_unicode.c
[ 42%] Compiling:tree.c
[ 42%] Compiling:map.c
[ 43%] Compiling:lua_object.c
[ 43%] Compiling:reflection.c
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/Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/threads.mod/threads.c:215:20: error: use of undeclared identifier
      'CLOCK_REALTIME'
        if (clock_gettime(CLOCK_REALTIME, &ts) == -1) {
                          ^
1 error generated.
[ 45%] Compiling:freeprocess.c
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[ 88%] Archiving:blitz.release.macos.x64.a
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/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_checksums.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_pthread_stop_world.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_gcj_mlc.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_specific.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_gc_dlopen.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_backgraph.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_win32_threads.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_thread_local_alloc.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_checksums.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_pthread_stop_world.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_gcj_mlc.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_specific.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_gc_dlopen.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_backgraph.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_win32_threads.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_thread_local_alloc.c.release.macos.x64.o has no symbols
[ 89%] Archiving:hook.release.macos.x64.a
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[ 90%] Archiving:threads.release.macos.x64.a
[ 90%] Archiving:lua.release.macos.x64.a
error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: can't open file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/threads.mod/.bmx/mbt_threads.c.release.macos.x64.o (No such file or directory)
error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: can't open file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/threads.mod/.bmx/mbt_threads.c.release.macos.x64.o (No such file or directory)
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[ 99%] Archiving:freeprocess.release.macos.x64.a
[100%] Linking:bmk
ld: warning: directory not found for option '-L/Users/mfrank/Downloads/BlitzMax/dist/bootstrap/lib'
ld: file not found: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/threads.mod/threads.release.macos.x64.a
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Finished.
mv: rename dist/bootstrap/src/bmk/bmk to bin/bmk: No such file or directory
Building bcc...
[ 0%] Compiling:appstub.macos.m
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[ 22%] Compiling:alloc.c
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[ 90%] Archiving:blitz.release.macos.x64.a
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/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_checksums.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_pthread_stop_world.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_gcj_mlc.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_specific.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_gc_dlopen.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_backgraph.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_win32_threads.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_thread_local_alloc.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_checksums.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_pthread_stop_world.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_gcj_mlc.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_specific.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_gc_dlopen.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_backgraph.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_win32_threads.c.release.macos.x64.o has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: /Users/mfrank/Downloads/BlitzMax/dist/bootstrap/mod/brl.mod/blitz.mod/bdwgc/.bmx/bbb_thread_local_alloc.c.release.macos.x64.o has no symbols
[100%] Linking:bcc
ld: warning: directory not found for option '-L/Users/mfrank/Downloads/BlitzMax/dist/bootstrap/lib'
Finished.
./build_dist.sh: line 11: bin/bmk: No such file or directory
mv: rename src/docmods/docmods to bin/docmods: No such file or directory
./build_dist.sh: line 14: bin/bmk: No such file or directory
mv: rename src/makedocs/makedocs to bin/makedocs: No such file or directory
./build_dist.sh: line 17: bin/bmk: No such file or directory
mv: rename src/maxide/maxide.app to MaxIDE.app: No such file or directory
logout
Title: Re: BlitzMax NG Download
Post by: Hezkore on May 03, 2020, 20:41:35
Quote from: hackball on May 03, 2020, 20:34:33
I cannot get the latest release to build.I am getting minor warnings and one error, in the end i have no MaxIDE.
i used the run_me_first.command.

I had the same issue on my Mac.
Turns out my "command line tools" were outdated.
Title: Re: BlitzMax NG Download | ARM MacOS
Post by: Lavalamp on June 26, 2020, 06:48:01
Will NG be ported to the new ARM based MacOS? Universal 2?
Title: Re: BlitzMax NG Download
Post by: hackball on June 27, 2020, 21:08:23
I've downloaded all previous major XCode milestone releases and will try and see how the latest possible build on my OS version behaves.

Quote from: Hezkore on May 03, 2020, 20:41:35
Quote from: hackball on May 03, 2020, 20:34:33
I cannot get the latest release to build.I am getting minor warnings and one error, in the end i have no MaxIDE.
i used the run_me_first.command.

I had the same issue on my Mac.
Turns out my "command line tools" were outdated.
Title: Re: BlitzMax NG Download | ARM MacOS
Post by: Brucey on June 27, 2020, 21:59:43
Quote from: Lavalamp on June 26, 2020, 06:48:01
Will NG be ported to the new ARM based MacOS? Universal 2?
I imagine so - once dependencies have been updated to work with it.
Title: Re: BlitzMax NG Download
Post by: imaginaryhuman on November 06, 2021, 21:35:32
I'm considering making an image processing app, to sell online, for windows and mac at least. I'd love to be able to use blitzmax NG to do it. My main concern is the future support for hardware. And being able to get it onto e.g. mac app store and such where you apparently need to be an recognized publisher so as not to raise flags every time someone tries to install etc.

Apple will have shifted new hardware to their silicon within the next year. Intel mac will start to phase out, though it could take 10 years. Windows and Mac are both supported currently via the 64-bit support, how long will that last?

Do you think it's advisable for someone to make an app in BlitzMaxNG, with the intent of being able to keep it working for the next 10,20,30 years?

My only other choice is to do it in C# inside Unity3D as a development platform, which is not at all my preferred way to work, but at least a very likely long-term supported platform.
Title: Re: BlitzMax NG Download | ARM MacOS
Post by: imaginaryhuman on November 07, 2021, 02:40:24
Quote from: Brucey on June 27, 2020, 21:59:43
Quote from: Lavalamp on June 26, 2020, 06:48:01
Will NG be ported to the new ARM based MacOS? Universal 2?
I imagine so - once dependencies have been updated to work with it.

Do you have any estimate of when that might be, ie roughly when Blitz will compile to apple silicon computers?
Title: Re: BlitzMax NG Download
Post by: imaginaryhuman on December 21, 2022, 01:49:41
Hey folks. So I got a nice new Mac Studio M1 Max, and am trying out the Arm version of BlitzMaxNG.

I'm having some trouble installing it. I've unzipped it and I ran the run_me_first.command and got this:

Quote./build_dist.sh: line 2: bmk.console.release.macos.x64.build: No such file or directory
mv: rename dist/bootstrap/src/bmk/bmk to bin/bmk: No such file or directory
./build_dist.sh: line 7: bcc.console.release.macos.x64.build: No such file or directory
mv: rename dist/bootstrap/src/bcc/bcc to bin/bcc: No such file or directory
./build_dist.sh: line 11: bin/bmk: No such file or directory
mv: rename src/docmods/docmods to bin/docmods: No such file or directory
./build_dist.sh: line 14: bin/bmk: No such file or directory
mv: rename src/makedocs/makedocs to bin/makedocs: No such file or directory
./build_dist.sh: line 17: bin/bmk: No such file or directory
mv: rename src/maxide/maxide.app to MaxIDE.app: No such file or directory

Then I went to the terminal and tried the suggested ./build_dist.sh as mentioned in the release notes. I got this

Quote./build_dist.sh: line 2: bmk.console.release.macos.x64.build: No such file or directory
mv: rename dist/bootstrap/src/bmk/bmk to bin/bmk: No such file or directory
./build_dist.sh: line 7: bcc.console.release.macos.x64.build: No such file or directory
mv: rename dist/bootstrap/src/bcc/bcc to bin/bcc: No such file or directory
./build_dist.sh: line 11: bin/bmk: No such file or directory
mv: rename src/docmods/docmods to bin/docmods: No such file or directory
./build_dist.sh: line 14: bin/bmk: No such file or directory
mv: rename src/makedocs/makedocs to bin/makedocs: No such file or directory
./build_dist.sh: line 17: bin/bmk: No such file or directory
mv: rename src/maxide/maxide.app to MaxIDE.app: No such file or directory

Something I'm missing or doing wrong here?
Title: Re: BlitzMax NG Download
Post by: imaginaryhuman on December 21, 2022, 20:24:26
I think I see what the problem is. In the scripts the reference to .x86 is supposed to be .arm64

e.g.

bmk.console.release.macos.x64.build

should be

bmk.console.release.macos.arm64.build

And similarly for any references to that in the build script. ...

build_dist.sh should be:


cd dist/bootstrap/src/bmk
source bmk.console.release.macos.arm64.build
cd ../../../..
mv dist/bootstrap/src/bmk/bmk bin

cd dist/bootstrap/src/bcc
source bcc.console.release.macos.arm64.build
cd ../../../..
mv dist/bootstrap/src/bcc/bcc bin

bin/bmk makeapp -a -r src/docmods/docmods.bmx
mv src/docmods/docmods bin

bin/bmk makeapp -a -r src/makedocs/makedocs.bmx
mv src/makedocs/makedocs bin

bin/bmk makeapp -t gui -a -r src/maxide/maxide.bmx
mv src/maxide/maxide.app MaxIDE.app
Title: Re: BlitzMax NG Download
Post by: imaginaryhuman on December 21, 2022, 20:26:02
Also of note... Xcode has to have its agreements 'agreed to' by opening Xcode and agreeing to the terms, before the compilation will work or the scripts will work. Since I updated Xcode and hadn't yet opened it i hadn't agreed to the terms so it was blocking the script.