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AppGameKit Classic Chat / Exporting to Windows executable from Linux?

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mash
8
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Joined: 15th Sep 2016
Location: Cologne, Germany
Posted: 14th Jan 2017 17:14
As far as I understand, to get a Windows executable you need to compile under Windows.

But since AppGameKit compiles to a bytecode, wouldn't it also be possible to export to other platforms (here: Windows) from Linux?
It could maybe achieved by adding the (Windows-)runtime in one file in front of the compiled bytecode.

I'm asking, because all my computers are Windows-free (since 1995), and I don't plan to get Windows again.
Markus
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Joined: 10th Apr 2004
Location: Germany
Posted: 14th Jan 2017 17:38
i think the windows interpreter core (player) (that comes with the ide) can use the bytecode generated from a linux maschine.
AGK (Steam) V2017.01.09 : Windows 10 Pro 64 Bit : AMD (16.12.1) Radeon R7 265 : Mac mini OS Sierra (10.12.2)
mash
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Location: Cologne, Germany
Posted: 21st Jan 2017 17:16
Yes, that should be no problem - but how to "link" them together in one "exe"-File on Linux?
That is my main concern.
Markus
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Location: Germany
Posted: 21st Jan 2017 17:41
i guess the bytecode file is loaded after the player (interpreter) start. its also in the media sub folder.
AGK (Steam) V2017.01.09 : Windows 10 Pro 64 Bit : AMD (16.12.1) Radeon R7 265 : Mac mini OS Sierra (10.12.2)
Mobiius
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 23rd Jan 2017 10:48
Quote: "i guess the bytecode file is loaded after the player (interpreter) start. its also in the media sub folder."

This. The windows executable without a bytecode file is the player app. If it reads a bytecode file with the same name as the player app it loads the game.
mash
8
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Joined: 15th Sep 2016
Location: Cologne, Germany
Posted: 28th Jan 2017 08:59
Thank you!

I'll try this at work, where I can utilize a Windows Laptop.

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