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steddy
Joined: 04 Apr 2005 Posts: 139
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Posted: Sun May 29, 2005 8:26 am Post subject: What is the correct way to use Outpatch.exe? |
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I am trying to compile the RIN source code for version 1.17 to confirm the setup of my PS2Dev Toolchain. I can compile Hello PSP ok, but I am having problems with the Outpatch step in the RIN makefile.
I have placed outpatch.exe from HelloPSP into my C:\ps2dev\bin directory which is in the path, and its is found by the makefile but reports the following error:-
| Quote: | | modulename not found |
Looking at Outpatch.cpp it seems to have a hardcoded application name. Surely I don't have to recompile a new version of Outpatch for every application I want to compile (or do I?).
These are the lines from the RIN makefile I an referring too:-
| Code: | $(BINARY): $(OBJECTS)
ee-ld -s -O0 $(OBJECTS) $(LIBRARY) -M -Ttext 8900000 -q -o $@ > rin.map
outpatch
elf2pbp outp "RIN GB/GBC Emulator" |
The out file is created ok, but is not patched so the make fails.
Cheers
Steddy[/b] |
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mrbrown
Joined: 17 Jan 2004 Posts: 1536
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Posted: Sun May 29, 2005 10:05 am Post subject: |
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| Why don't you just add code to look at argv[1] to get the module name? Then you can pass it on the command line. |
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qubitz
Joined: 03 Apr 2005 Posts: 32
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Posted: Sun May 29, 2005 10:11 am Post subject: |
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| The module name that is used in startup.s is hard coded in outpatch.exe. If they do not match, outpatch will not work. So yes, you do have to recompile every time you change the module name. Unless of course, you change the source to take the module name as an argument. |
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steddy
Joined: 04 Apr 2005 Posts: 139
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Posted: Sun May 29, 2005 7:50 pm Post subject: |
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Thanks Both
I just wondered to understand how it worked. Since the RIN sources didn't include a modified Outpatch.exe, I thought I was missing something.
I will change it to take a command line arg as stated.
Also, is there something I could hexedit in the toolchain to avoid this step entirely? I am not compiling anything other than PSP code with it.
Cheers
Steddy |
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