? Hm, works for me?
(obviously you must write to STDERR, if you are capturing STDERR)Код:LUA PASS3 io.stderr:write(string.format("write to stderr %d\n", 123)) ENDLUA
But I still completely don't understand why you "debug" the tables by looking at assembler output, I find that really cumbersome and difficult to do, I would personally never do that...
I would just emit data file with the values (maybe having simple switch in code to emit either binary or ASCII data) and then use the hexa editor or diff to compare the data with expected results, after the assembling is done. How often do you need to debug table generator? I would expect to do it once correctly, and never look back, until some bug happens.
Also if you are interested into the stdout output for lua printouts, you can still capture the regular ">" stdout along with stderr "2>", just use different file, or `tee` command to copy it both to file and to output.
But I mostly think you should move your "debugging" from assembling time to checking the actual results.
About 19s compilation ... and checking logs.... but that looks like you are building whole disk image, why don't you split that task to two, building just player + tables, quickly, then adding hundreds of sid files using the output from previous step, if you want to make full-build.
Overall I don't know enough details about your projects to fully understand what you are doing, and if I understand you correctly, but I believe it should be possible to break your tasks a bit more and have better times...
The "invalid extension" warning will be suppress-able in next v1.15.0 with the "; ok" comment.





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Размещение рекламы на форуме способствует его дальнейшему развитию 
И это еще быстро

