doomhack / GBADoom

A port of prBoom to the Nintendo GBA.
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Unable to compile TNT: Evilution? #58

Open TrollDecker opened 1 month ago

TrollDecker commented 1 month ago

I've no idea why, but trying to compile TNT: Evilution results in the following.

doom_iwad.c
linking cartridge
arm-none-eabi-g++: fatal error: Killed signal terminated program lto1
compilation terminated.
make[2]: *** [/tmp/cc5S1orK.mk:2: /tmp/ccHAYQRa.ltrans0.ltrans.o] Error 1
make[2]: *** Waiting for unfinished jobs....
lto-wrapper: fatal error: make returned 2 exit status
compilation terminated.
/opt/devkitpro/devkitARM/bin/../lib/gcc/arm-none-eabi/14.2.0/../../../../arm-none-eabi/bin/ld: error: lto-wrapper failed
collect2: error: ld returned 1 exit status
make[1]: *** [/opt/devkitpro/devkitARM/gba_rules:40: /home/trolldecker/Projects/GBADoom/GBADoom.elf] Error 1
make: *** [Makefile:132: build] Error 2

If it helps, I'm using Debian with DevkitARM installed via dkp-pacman

Ultimate, Doom II and The Plutonia Experiment work just fine. I don't know if it matters that TNT's C file seems to clock in at a whopping 92MB, either. :dizzy_face:

[EDIT] I am using the original DOS WADs that I had from GOG since before the Unity update. Not sure if that counts for anything.

doomhack commented 1 month ago

Might need to remove the LTO (link time optimsation) compilation flags.

LTO does work but uses about 10GB of RAM on my machine to build.

TrollDecker commented 1 month ago

Ah. Removing -flto=8 from the Makefile worked wonders, thanks! :smiley: :+1: