forums.ps2dev.org Forum Index forums.ps2dev.org
Homebrew PS2, PSP & PS3 Development Discussions
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Win32 native Toolchain for PSPSDK
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9  Next
 
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Development
View previous topic :: View next topic  
Author Message
angelo



Joined: 29 Aug 2007
Posts: 168

PostPosted: Thu Nov 06, 2008 10:17 am    Post subject: Reply with quote

Ohhhh looking [BoratVoice]nice![/BoratVoice]

Thank goodness a quick installer! Thanks a million Heimdall!

As for the PSPIRKeyB. That's now been submitted to the svn.

Anyway... it's only me and ZX81 on the IRDA dev corner, and we share libs often.

Thanks!

Angelo
Back to top
View user's profile Send private message Send e-mail MSN Messenger
Exophase



Joined: 06 Nov 2006
Posts: 2

PostPosted: Fri Nov 14, 2008 12:21 pm    Post subject: Reply with quote

Cool, but I see that the SDL you included is linked against pspgl (presumably for SDL's OpenGL support), is that necessary? ie:

x:\workspace\minpspw\devpaks\017_SDL\SDL\src\video\psp/SDL_pspgl.c:109: undefined reference to `eglGetDisplay'

I tried to build the SDL from svn.pspdev.org, but couldn't make it past configure because the test compile requires libpspuser. Maybe there's a newer SDL that doesn't require it, or can it be made available for your toolchain?

Anyway, for those wondering (probably everyone knew but me...), you need to link -lGL, -lGLU, and -lpspvfpu to get it. Too bad that's not part of sdl-config --libs.
Back to top
View user's profile Send private message
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Fri Nov 14, 2008 6:37 pm    Post subject: Reply with quote

SDL is build against pspgl in order to support GL rendering, it is not a thing i added it is part of the default code on SVN. However you're right, i should also add the missing libs to sdl-config.exe it is my bad!
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
KickinAezz



Joined: 03 Jun 2007
Posts: 328

PostPosted: Tue Dec 16, 2008 1:17 am    Post subject: Reply with quote

I installed 0.8.10 (which includes all libs)...

I can't find libpng or png.h ANYWHERE...
_________________
Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming.
Back to top
View user's profile Send private message
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Tue Dec 16, 2008 6:08 pm    Post subject: Reply with quote

if you installed the libs, it should be there. The header file under:

C:\pspsdk\psp\include\png.h

and the lib file:

C:\pspsdk\psp\lib\libpng.a

I've installed the 0.8.10 to C:\pspsdk and i get those files.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
KickinAezz



Joined: 03 Jun 2007
Posts: 328

PostPosted: Wed Dec 17, 2008 11:32 am    Post subject: Reply with quote

Heimdall wrote:
if you installed the libs, it should be there. The header file under:

C:\pspsdk\psp\include\png.h

and the lib file:

C:\pspsdk\psp\lib\libpng.a

I've installed the 0.8.10 to C:\pspsdk and i get those files.

Yes it works if I install the Devpaks. But doesn't 0.8.10 come preinstalled with all those libs that are mentioned?
_________________
Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming.
Back to top
View user's profile Send private message
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Wed Dec 17, 2008 6:21 pm    Post subject: Reply with quote

Using only the 0.8.10 full installer it works.

You must use the full installer, not the lite (without docs, libs). And by default they are selected to install unless you de-select them.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
KickinAezz



Joined: 03 Jun 2007
Posts: 328

PostPosted: Wed Dec 17, 2008 11:55 pm    Post subject: Reply with quote

Heimdall wrote:
Using only the 0.8.10 full installer it works.

You must use the full installer, not the lite (without docs, libs). And by default they are selected to install unless you de-select them.


Oh... That is the reason why.

Can you create a new type next time "PSP SDK - No Docs + All Libs".

I check the header files and dont use the Doxygen at all.
_________________
Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming.
Back to top
View user's profile Send private message
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Fri Dec 19, 2008 7:04 am    Post subject: Reply with quote

I'd look into that for a next release.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Thu Jan 29, 2009 1:23 am    Post subject: Reply with quote

MinPSPW has been updated to GCC 4.3.3 and it's internal libGMP to the latest release. Get it from:

Full SDK (SDK + Docs + Libs): https://sourceforge.net/project/showfiles.php?group_id=223830&package_id=271000&release_id=656864

Lite (only the SDK): https://sourceforge.net/project/showfiles.php?group_id=223830&package_id=270611&release_id=656869

No SDK + Libs yet but for the ones using Eclipse I've started to write a small eBook (still in very very very alpha stage) on to use MinPSPW + Eclipse as a full development Environment: (Code, Compile, Link, Deploy and Debug) using the visual IDE. Read it here: http://minpspw.sourceforge.net/files/pspeclipse.pdf
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
longjoel



Joined: 29 Jan 2009
Posts: 14

PostPosted: Thu Jan 29, 2009 5:12 am    Post subject: Reply with quote

Hi, I just got the SDK and have been playing around with it. I can get the examples to compile just fine with Make, but I'm still having problems integrating with code::blocks.

Here are my settings.

Compiler:
-I. -IC:/pspsdk/psp/sdk/include
-IC:/pspsdk/psp/include
-O2 -G0 -Wall -D_PSP_FW_VERSION=150

Linker:
-I. -IC:/pspsdk/psp/sdk/include -O2 -G0 -Wall -D_PSP_FW_VERSION=150
-L.
-LC:/pspsdk/psp/sdk/lib
-LC:/pspsdk/psp/lib
-LC:/pspsdk/lib
-lpspdebug -lpspdisplay -lpspge -lpspctrl -lpspsdk -lc -lpspnet -lpspnet_inet -lpspnet_apctl -lpspnet_resolver -lpsputility -lpspuser -lpspkernel

Command line macro: $proj_name is defined elsewhere
$compiler $options $includes -c $file -o $object
psp-fixup-imports $exe_output
mksfo $proj_name PARAM.SFO
psp-strip $exe_output tmp.elf
pack-pbp EBOOT.PBP PARAM.SFO NULL NULL NULL NULL NULL tmp.elf NULL

It compiles just fine but I get the following linking errors when I try the control test sample.

Code:

Linking console executable: bin\Debug\psphi.exe
C:\pspsdk\psp\lib\libc.a(_exit.o): In function `_exit':
../../../../../../../newlib-1.16.0/newlib/libc/sys/psp/libcglue.c:890: undefined reference to `sceKernelSelfStopUnloadModule'
../../../../../../../newlib-1.16.0/newlib/libc/sys/psp/libcglue.c:897: undefined reference to `sceKernelExitThread'
C:\pspsdk\psp\lib\libc.a(_sbrk.o): In function `__psp_free_heap':
../../../../../../../newlib-1.16.0/newlib/libc/sys/psp/libcglue.c:576: undefined reference to `sceKernelFreePartitionMemory'
C:\pspsdk\psp\lib\libc.a(_sbrk.o): In function `_sbrk':
../../../../../../../newlib-1.16.0/newlib/libc/sys/psp/libcglue.c:549: undefined reference to `sceKernelMaxFreeMemSize'


...and so on down the line.
Does anybody have any advice?
Back to top
View user's profile Send private message MSN Messenger
longjoel



Joined: 29 Jan 2009
Posts: 14

PostPosted: Thu Jan 29, 2009 2:10 pm    Post subject: Reply with quote

longjoel wrote:
Hi, I just got the SDK and have been playing around with it. I can get the examples to compile just fine with Make, but I'm still having problems integrating with code::blocks.

Here are my settings.

Compiler:
-I. -IC:/pspsdk/psp/sdk/include
-IC:/pspsdk/psp/include
-O2 -G0 -Wall -D_PSP_FW_VERSION=150

Linker:
-I. -IC:/pspsdk/psp/sdk/include -O2 -G0 -Wall -D_PSP_FW_VERSION=150
-L.
-LC:/pspsdk/psp/sdk/lib
-LC:/pspsdk/psp/lib
-LC:/pspsdk/lib
-lpspdebug -lpspdisplay -lpspge -lpspctrl -lpspsdk -lc -lpspnet -lpspnet_inet -lpspnet_apctl -lpspnet_resolver -lpsputility -lpspuser -lpspkernel

Command line macro: $proj_name is defined elsewhere
$compiler $options $includes -c $file -o $object
psp-fixup-imports $exe_output
mksfo $proj_name PARAM.SFO
psp-strip $exe_output tmp.elf
pack-pbp EBOOT.PBP PARAM.SFO NULL NULL NULL NULL NULL tmp.elf NULL

It compiles just fine but I get the following linking errors when I try the control test sample.

Code:

Linking console executable: bin\Debug\psphi.exe
C:\pspsdk\psp\lib\libc.a(_exit.o): In function `_exit':
../../../../../../../newlib-1.16.0/newlib/libc/sys/psp/libcglue.c:890: undefined reference to `sceKernelSelfStopUnloadModule'
../../../../../../../newlib-1.16.0/newlib/libc/sys/psp/libcglue.c:897: undefined reference to `sceKernelExitThread'
C:\pspsdk\psp\lib\libc.a(_sbrk.o): In function `__psp_free_heap':
../../../../../../../newlib-1.16.0/newlib/libc/sys/psp/libcglue.c:576: undefined reference to `sceKernelFreePartitionMemory'
C:\pspsdk\psp\lib\libc.a(_sbrk.o): In function `_sbrk':
../../../../../../../newlib-1.16.0/newlib/libc/sys/psp/libcglue.c:549: undefined reference to `sceKernelMaxFreeMemSize'


...and so on down the line.
Does anybody have any advice?


NM figured it out on my own, just needed to link to libc as well.
Back to top
View user's profile Send private message MSN Messenger
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Thu Jan 29, 2009 7:33 pm    Post subject: Reply with quote

Hi longloel, maybe you could explain how to setup code::blocks in a mini tutorial? I usually use Eclipse and visual studio but have no experience on Code::Blocks, is there any special trick to get it working or does it work out of the box?
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
longjoel



Joined: 29 Jan 2009
Posts: 14

PostPosted: Sun Feb 01, 2009 5:30 am    Post subject: Reply with quote

Heimdall wrote:
Hi longloel, maybe you could explain how to setup code::blocks in a mini tutorial? I usually use Eclipse and visual studio but have no experience on Code::Blocks, is there any special trick to get it working or does it work out of the box?


Well, I thought I had it working, but it wasn't producing the elfs right, so i switched to theslightly annoying eclipse platform. but I can post the steps I used, and maybe somebody could pickup from there.

First thing I did was autodetect the compiler settings. This is simple with the pspsdk, you just follow code::blocks instructions and it will pick the right compiler for you. Just set the base directory to c:\pspsdk and you are golden.

Second thing I did was build the elf_template from the command line, but piping the output to a file, so i could grab everything it built and feed it back into the compiler settings in code::blocks.

compiler settings were:
-I. -IC:/pspsdk/psp/sdk/include -O2 -G0 -Wall -D_PSP_FW_VERSION=150

linker settings were:
-IC:/pspsdk/psp/sdk/include -O2 -G0 -Wall -D_PSP_FW_VERSION=150 -L.
-LC:/pspsdk/psp/sdk/lib -lpspdebug -lpspdisplay -lpspge -lpspctrl -lpspsdk -lc -lpspnet -lpspnet_inet
-lpspnet_apctl -lpspnet_resolver -lpsputility -lpspuser -lpspkernel

I think it's a bug, but no matter what i set the extension of the compiled file, it always returns to .EXE, but that doesn't matter, it should still be an .ELF at heart

I then created a batch file I could use to deal with the rest of the process to convert the file to an eboot.

c:\pspsdk\bin\make_eboot.bat
psp-fixup-imports %1
mksfo %2 PARAM.SFO
psp-strip %1 -o tmp
pack-pbp EBOOT.PBP PARAM.SFO NULL NULL NULL NULL NULL tmp NULL
where %1 is the elf/exe file name, %2 is the title of the eboot i think?

Then from codeblocks I add this in as a new tool, using
Name: Eboot maker
Executable: C:\pspsdk\bin\make_eboot.bat
Parameters: ${TARGET_OUTPUT_FILE} ${PROJECT_NAME}

for me this builds just fine, and the tool runs just fine, but the PSP won't load up the eboot file. It gives me the kernel mode error, the one that starts with 8001 something.

So for now i'm using eclipse. If anybody want's to help me keep working on this, with me, just message me here or hit me up on AIM.

Years ago i got code::blocks working with the SEGA Dreamcast doing something similar. I think it would be cool to have a self-contained deployable SDK. [The PSP is far less frusturating than the DC was. Better community too.]
Back to top
View user's profile Send private message MSN Messenger
ITDemo



Joined: 17 Nov 2007
Posts: 20

PostPosted: Sat Feb 07, 2009 8:18 am    Post subject: Reply with quote

Edit: I fixed it sorry.
Back to top
View user's profile Send private message
jojojoris



Joined: 30 Mar 2008
Posts: 261

PostPosted: Mon Feb 16, 2009 1:58 am    Post subject: Reply with quote

Can you make a minor update with this fix:
http://forums.ps2dev.org/viewtopic.php?t=11006
Back to top
View user's profile Send private message
Oguz286



Joined: 30 Oct 2007
Posts: 35

PostPosted: Mon Feb 16, 2009 3:50 am    Post subject: Reply with quote

I love the native toolchain, it works nice. Thanks Heimdall :)

I have a question: is there no boost::weak_ptr support in the sdk at this moment? I tried porting a game to the psp and the only problem I have is that there is no implementation of the weak_ptr template. I tried to add the weak_ptr.hpp file manually but obviously that didn't work.
_________________
Setting up pspsdk on ubuntu and upcoming tutorials: http://www.guztech.nl
Back to top
View user's profile Send private message
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Mon Feb 16, 2009 6:15 pm    Post subject: Reply with quote

jojojoris wrote:
Can you make a minor update with this fix:
http://forums.ps2dev.org/viewtopic.php?t=11006


Already started on it :) patching patching patching, i'll make an announcement soon with the build. Now the thing is, should it go on the 0.8.x or 0.9.x series, meaning newlib 1.16 and newlib 1.17...
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Mon Feb 16, 2009 6:18 pm    Post subject: Reply with quote

Oguz286 wrote:
I love the native toolchain, it works nice. Thanks Heimdall :)

I have a question: is there no boost::weak_ptr support in the sdk at this moment? I tried porting a game to the psp and the only problem I have is that there is no implementation of the weak_ptr template. I tried to add the weak_ptr.hpp file manually but obviously that didn't work.


For using boost you need to look into this site:

http://boost4psp.wiki.sourceforge.net/

I never tried it on the psp myself.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Tue Feb 17, 2009 7:56 pm    Post subject: Reply with quote

Heimdall wrote:
jojojoris wrote:
Can you make a minor update with this fix:
http://forums.ps2dev.org/viewtopic.php?t=11006


Already started on it :) patching patching patching, i'll make an announcement soon with the build. Now the thing is, should it go on the 0.8.x or 0.9.x series, meaning newlib 1.16 and newlib 1.17...


latest build includes the patch:

https://sourceforge.net/project/showfiles.php?group_id=223830&package_id=273347&release_id=661742
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Sat Feb 21, 2009 5:45 am    Post subject: Reply with quote

Just released the 0.9.2 build:

this includes:

* newlib 1.17
* psplink fix for the slim
* C++ exceptions working sample
* installer size reduced by not including NLS messages (only english) because of some issues with japanese users

get it here: http://downloads.sourceforge.net/minpspw/pspsdk-setup-0.9.2.exe
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
DanielC



Joined: 11 Jul 2008
Posts: 40
Location: Australia

PostPosted: Tue Mar 10, 2009 12:58 pm    Post subject: Reply with quote

Wow I'm downloading the latest SVN of toolchain in cygwin right now, but am definately gonna check this out... being in a native Windows/NTVDM environment will be much more newbie friendly...! Thanks heaps :)
_________________
Regards,
Daniel C
Back to top
View user's profile Send private message MSN Messenger
hlide



Joined: 10 Sep 2006
Posts: 750

PostPosted: Sat Mar 21, 2009 2:33 am    Post subject: Reply with quote

Heimdall, I'm trying to use Eclipse but I have a problem.

I installed your last toolchain.
I have Eclipse with Qt Integration that I launched
I follow your instructions in your .PDF file about Eclipse.

When I try to build I get this :
Code:

**** Build of configuration Default for project Spinning Cube ****


(Cannot run program "make": Launching failed)

Did I miss something ?
Back to top
View user's profile Send private message
hlide



Joined: 10 Sep 2006
Posts: 750

PostPosted: Sat Mar 21, 2009 3:40 am    Post subject: Reply with quote

Ok found, I just need to have a start.bat (to launch Eclipse for PSPSDK) which setup the environment the right way :
Code:

@echo off
echo Setting up environment for PSPSDK...

set PATH=C:\pspsdk\bin
set PATH=%PATH%;%SystemRoot%\System32

echo Starting eclipse...
call "M:\dev\eclipse\eclipse.exe" -clean
Back to top
View user's profile Send private message
hlide



Joined: 10 Sep 2006
Posts: 750

PostPosted: Mon Mar 23, 2009 10:21 pm    Post subject: Reply with quote

I don't understand...

I was able to debug cube.prx as stated in your eclipse.pdf yesterday or yesterday but one.

but now, when I run pspsh through Eclipse, I have a void console, no message at all. I can type and be sure that they are executed but i cannot see anything except from what I type.

I also tried through cmd.exe. I got the same thing.

SO I tried to type "debug cube.prx" and run Cube Spinning Debug. Eclipse fails to connect.

It drives me crazy.
Back to top
View user's profile Send private message
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Tue Mar 24, 2009 7:59 pm    Post subject: Reply with quote

The latest Eclipse CDT (5.0.2) is really bad, I've filled a couple of bugs and I see more people complaining about debugging not working properly... I'm trying to get those issue fixed ASAP
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
hlide



Joined: 10 Sep 2006
Posts: 750

PostPosted: Tue Mar 24, 2009 8:55 pm    Post subject: Reply with quote

Some progress but just some. I need to close FireFox so PSPSH can run properly (displaying a prompt like "host0:>") .

And yes debugging is not working properly. When I tried cube.prx (-g -O0), it seemed to work. But with my source (-g O2), I have kind of erratic behavior in the source windows.

In fact, I need to debug per instruction to be sure to follow the execution flow. And the normal "step in", "step over" and "step out" don't seem to work as I used to with visual studio, making them mostly unusable.

There is also an issue with stepping over sce-like functions : it breaks in the stub function (jr $ra; syscal ...) and trying to step out is like resuming execution. Quite an annoyance.

Is that normal ?
Back to top
View user's profile Send private message
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Wed Mar 25, 2009 1:19 am    Post subject: Reply with quote

The firefox thing is weird, maybe some cygwin crap, because i build pspsh with cygwin due to some posix stuff I didn't had time to investigate how to migrate to win32 api.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
theHobbit



Joined: 30 Sep 2006
Posts: 65

PostPosted: Wed Mar 25, 2009 9:12 am    Post subject: Reply with quote

Hi, i´m trying to use minpspw with eclipse, i'm reading the pspeclipse document, but i got stuck in the Makefile Discovery Options -> Discovery Options part because the Discovery profile list is empty so i can't set the Compiler Invocation Command to psp-gcc. I've just installed the c/c++ Developers version of eclipse as the tutorial suggested but maybe i'm missing something. Hope someone can help.

Thanks in advance.
Back to top
View user's profile Send private message
Heimdall



Joined: 10 Nov 2005
Posts: 259
Location: Netherlands

PostPosted: Wed Mar 25, 2009 5:04 pm    Post subject: Reply with quote

That is a eclipse CDT 5.0.2 bug. You can only set it up with 5.0.1 or the up coming 6.0 where it has been fixed. For now you can hack it by copying your psp-gcc.exe and psp-g++.exe to respectively gcc.exe and g++.exe
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Development All times are GMT + 10 Hours
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9  Next
Page 8 of 9

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group