Re: The new Buildbot: what’s happe ning, what needs to happen
"Marcus Comstedt" <[email protected]>
| Newsgroups | gmane.games.devel.scummvm |
|---|---|
| Message-ID | <[email protected]> |
Hi, Colin Snover <[email protected]> writes: > 3. Porters do stuff which is totally undocumented, like the Nero images > which are currently being created for the Dreamcast port. Unfortunately this is also something that requires manual attention for each release, so while documentation would probably be a good thing, trying to hide it behind automation is not going to work. Background: Initially there was only one Nero image generated for each release, containing all the plugins. At some point however ScummVM grew so much that it was no longer possible to load all plugins or the memory of the Dreamcast (16M) would be exhausted even without loading any game. For people mastering their own discs from the plainfiles this is not a problem, just include only those plugins you need and you'll be fine, but the Neros are for people who just want to burn something with minimal hassle. So the solution was to create two disc images, with half the plugins on each. Depending on which plugin you needed you'd pick the correct disc to boot from before swapping in your game disc, and everything would be fine. But of course ScummVM continued growing, soon requiring a 3-split instead of a 2-split, so basically I need to check for each release how the plugins can be split to produce a working setup. With 2.0 we finally reached the point where a 4-split is needed. A buildbot would not have been able to cope with that. I also make an effort to pick out some demos to put on the Nero discs, which A) are not unduly large (to keep download sizes sane), and B) match some plugin on that disc. As the split changes, this selection needs manual reevaluation as well. // Marcus _______________________________________________ Scummvm-devel mailing list [email protected] http://lists.scummvm.org/listinfo/scummvm-devel