Thanks, but those oosat oxps are very very old versions of OXPs from like 2006, I'm actually looking just for GalCopMissions.oxp ( or zip ) from between Sept 2020 and February 12th, the 0.6.2 version before GNN was required. I wish the manage packages feature had a way to roll back, but I guess if it was added now it'd be in the new version I can't quite get.Cholmondely wrote: ↑Sat May 08, 2021 9:42 pm
Links to older versions are here: http://wiki.alioth.net/index.php/Oolite - see bottom of the page (also has links to some older OXPs).
And welcome to the motley crew! Enjoy!
Huumph! Join the club!
Ahh, it does have libmozjs185-1.0 as a requirement for the package, I did try pointing to that at first to get it to compile, when I had problems with the one I got from the git submodules, but I think I went back and undid that when it didn't work right away.another_commander wrote: ↑Sat May 08, 2021 10:29 pmThe Spidermonkey currently in use in Oolite v1.90 is the same as that of v1.84. If there is already an libjs import library for ARM from the version of the game in the repository, you should in theory be able to use it verbatim for v1.90.
There's also the OOCPUID asm code I just blindly commented out, I saw somebody had a patch from gentoo repos which fixed it but I couldn't find anymore there or anywhere else. I was thinking I could cheat and just have it return the string for my system to get it to work.
I ended up fixating on the included spidermonkey though, and when I saw a mode C++ file with an EXTERN C declaration inside of which had a C++ declaration for a namespaces inside of that, I started to wonder if there was another tree I could bark up.
I think if I go back and retry compiling, I'll start with the 1.84-2 version that I know can be compiled, and see if I can do it here - I'm not actually sure if the one from the repo was compiled on Arm like I'm trying to do, or they used another system and just targeted armhf - up until recently larger projects were usually done on a bigger desktop system because the pi3 for example would have been limited for RAM, and they've only recently gotten a 32-bit system so some larger projects wouldn't compile at all - for some other projects to get it to compile on this machine takes a lot of fiddling with options/flags to get it down to something 32-bit can address.