A tool to adapt C/C++ source to MorphOS
  • Moderator
    Kronos
    Posts: 2323 from 2003/2/24
    You may want to a weee bit more specific.

    C/C++ sources can be compiled under MorphOS no problem (unless they use super current C++ features).

    So are you planning to recreate *nix/Win/macOS APIs? Mimic their build systems?
  • »29.10.24 - 10:35
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Papiosaur
    Posts: 2227 from 2003/4/10
    From: France
    Quote:

    Kronos a écrit :
    You may want to a weee bit more specific.

    C/C++ sources can be compiled under MorphOS no problem (unless they use super current C++ features).

    So are you planning to recreate *nix/Win/macOS APIs? Mimic their build systems?

    Or maybe detect incompatibilities with MorphOS...

    When i try to port some game i have some errors and i must do change. I would like create a soft detect/fix the error before to compile.
  • »29.10.24 - 10:58
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  • Moderator
    Kronos
    Posts: 2323 from 2003/2/24
    So a pre processor?

    If it is always the same mistakes that require something simple as renaming a function or adding some #include it would be a perfect fit for some LUA scripts.

    If it is more specific it might just be easier to fix things manually for each project.
  • »29.10.24 - 11:47
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Papiosaur
    Posts: 2227 from 2003/4/10
    From: France
    Quote:

    Kronos a écrit :
    So a pre processor?

    Yes, a tool like that.
    Maybe could support differents langages (LUA, C/C++, etc.)

    I would like to create some tools to facility the port for MorphOS.

    If you have others ideas of tool, don't hesistate ;-)
  • »29.10.24 - 12:00
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