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compiling ps2menu
Posted: Sun Jul 17, 2005 3:35 pm
by radad
I have been trying to compile ps2menu. I have some stuck on one issue. It can't find 'cdvd_rpc.h' and the functions CDVD_FlushCache, CDVD_GetDir, CDVD_Stop, and CDVD_Init.
It looks I should use 'libcdvd.h' instead where there is cdStop and cdInit but I haven't been able to fnd equivalents of CDVD_FlushCache and CDVD_GetDir. Anybody know where these are?
Posted: Mon Jul 18, 2005 10:24 am
by pixel
ps2menu is outdated. Really. It'd need lots of changes to compile again.
Posted: Mon Jul 18, 2005 11:17 am
by radad
Actually I am trying to compile LaunchElf but it depends on parts of ps2menu so I thought I would get that working first. LaunchELF also uses these CDVD_* functions. Where are they?
Posted: Mon Jul 18, 2005 10:14 pm
by pixel
Posted: Mon Jul 18, 2005 10:29 pm
by evilo
if you look at my last sources of neocd (0.6a)
http://neocd.ps2-scene.org/download/neo ... 6a-src.tgz you'll find inside a modified version of libcdvd (1.15) that compiles with the ps2sdk.
Posted: Tue Jul 19, 2005 2:49 pm
by radad
Thanks guys, that works. I was assuming it would be in ps2sdk somewhere or at least in the svn repository. I guess it is not in there because of the developers choice. It would seem it is not actively developed anymore so I would like to see it added to svn to capture changes like evilos or any other bug fixes and feature additions.
Posted: Thu Jul 21, 2005 10:58 pm
by hexperience
radad,
I've been wanting to work on LaunchELF as well. I'm still trying to get it to compile. If we can't get an svn branch, perhaps we could get a little group working on it.
I'm pretty rusty with my C and like I said I haven't been able to compile the source yet, but I'm getting there.
I'm doing it mostly for the learning experience and because I like LaunchELF and wanted to add some features to it.
If I'm too newbie for you, that's fine, just wanted to let you know I'm interested in doing that kind of project.
Cheers
Hex.
Posted: Fri Jul 22, 2005 9:07 am
by radad
I was only wanting to get it to compile to learn from. I find the easiest way to learn is to get an existing program and make changes.
I believe dlanar is responsible for the unofficial launchelf, he lurks around these parts.
Posted: Sat Jul 23, 2005 6:11 am
by dlanor
radad wrote:I was only wanting to get it to compile to learn from. I find the easiest way to learn is to get an existing program and make changes.
I believe dlanar is responsible for the unofficial launchelf, he lurks around these parts.
I have made a few additions to it, and have some more planned, that's true. But then so has 'E P', and we've both made releases of 'uLaunchELF'. It would be wrong to say that either one of us is 'responsible' in the sense of 'owning' the project, we're just each responsible for our own contributions.
Best regards: dlanor
Posted: Sat Jul 23, 2005 8:52 pm
by hexperience
radad and dlanor,
Are you guys running under cygwin or linux or something else? I'm trying to get beyond compiling the samples included in the ps2sdk, which are great, but LaunchELF is what I want to learn on. I hope either of you don't mind giving me a hand to get it to compile?
I need libito for a start right?
Which answer did you use above for libcdvd?
Thanks... and cheers.
Posted: Mon Jul 25, 2005 9:33 am
by radad
I am not using cygwin or linux. I am using prebuilt gcc for ps2 with some other unix utilities (ie rm, make, etc) on windows.
You do need libito but it wasn't the one in the svn repository on this site. I believe that one is a rewrite in C++. You need the older C version. I think I found it at the authors website.
I used the libcdvd from the link pixel gave. It was already compiled so it didn't need recompiling. It you were to recompile it you would probably need evilo changes.
Posted: Mon Jul 25, 2005 10:06 pm
by hexperience
Thanks for the help...
I can't find sbv_lite? I'm at this point:
Code: Select all
main.c: In function `drawMainScreen':
main.c:70: `ITO_VMODE_AUTO' undeclared (first use in this function)
main.c:70: (Each undeclared identifier is reported only once
main.c:70: for each function it appears in.)
main.c:70: `ITO_VMODE_NTSC' undeclared (first use in this function)
main.c: In function `RunElf':
main.c:371: warning: implicit declaration of function `ITO_RGBA'
main.c: In function `main':
main.c:422: `ITO_VMODE_AUTO' undeclared (first use in this function)
main.c:422: `ITO_VMODE_NTSC' undeclared (first use in this function)
make: *** [main.o] Error 1
Again thanks for your help... sorry to be a pain...
I've tried libito 1.0 and 1.2. I'm using ooPo's linux toolchain.
Posted: Tue Jul 26, 2005 9:41 am
by radad
I don't have those ITO_* defines in main.c. I compiled uLaunch3.41i. I am using libito v1.0 and they are not in there either.
As for sbv_lite, there is an sbv in the ps2sdk that I used.
Posted: Thu Jul 28, 2005 6:20 am
by dlanor
@hexperience:
@radad:
I'm using Cygwin with 'bash' as the main shell for all PS2DEV work. I have previously used another Win32 GCC version for PS2DEV, but then always had problems with 'make' reverting to use the normal Windows shell for invoked programs, which led to errors. With or without Cygwin, you must ensure that 'bash' is used as main shell at all 'make' levels. Otherwise many projects will fail to compile properly.
About sbv_lite: do NOT use it.
I had serious errors with that package, which went away completely when I switched to the sbv libs in PS2SDK. This is reflected in the main Makefile of uLaunchELF, which has been updated accordingly in releases by 'E P' and myself. So using that, you can simply forget this problem.
About libito:
Where the heck did you find those version numbers...???
I'm using 0.2.1 myself, and though 1.0.0 exists in SVN that's the latest one I know of.
There is no v1.2 available yet...
Available versions that I know of are: v0.1.0, v0.1.2, v0.2.0, v0.2.1, v1.0.0
Of these only the latest one exists in SVN, and that is NOT the version used with uLaunchELF. You need to find v0.2.1, unless you want to work through all the hassles of adapting the program to use the new lib...
Best regards: dlanor
Posted: Thu Jul 28, 2005 10:11 am
by radad
Another check and it seems that the version of libito I am using is 0.2.1. Also the website I downloaded it from (
www.mouthshut.net) has gone.
I don't use bash, just the normal windows shell, and I haven't come across any problems yet. I do, however, have windows builds of all the common tools.
Posted: Thu Jul 28, 2005 5:40 pm
by dlanor
radad wrote:Another check and it seems that the version of libito I am using is 0.2.1. Also the website I downloaded it from (
www.mouthshut.net) has gone.
I don't use bash, just the normal windows shell, and I haven't come across any problems yet. I do, however, have windows builds of all the common tools.
The problem is that many a Makefile contains invocations of programs and commands that simply can't work with the Windows shell, regardless of the exe files installed.
For example, Windows will not use an exe file at all, if its name matches a built-in function, unless the command includes the ".exe" extension (which makefiles never use). So for such commands the Windows shell uses its built-in routines, which are not compatible with unix-style paths and bash argument conventions.
There are other types of problems too, related to the difference in how arguments and variable expansions are handled.
Believe me, I did NOT switch to Cygwin because I like it, but I got tired of being able to handle only half of the projects I tried, using the old tools. Though I'm still not fond of Cygwin itself, I must say that it has proven far more useful for PS2DEV work than the other Win32 solutions I've seen.
Best regards: dlanor
Posted: Thu Jul 28, 2005 6:27 pm
by pixel
dlanor wrote:Believe me, I did NOT switch to Cygwin because I like it, but I got tired of being able to handle only half of the projects I tried, using the old tools. Though I'm still not fond of Cygwin itself, I must say that it has proven far more useful for PS2DEV work than the other Win32 solutions I've seen.
You should give mingw/msys a try.