What's the fastest way to jump in to PSP dev?
What's the fastest way to jump in to PSP dev?
I've been away for a while, is there a thread that sums up how to jump in with coding for the 1.0 Jap bios PSP? Start to finish, sort of like the tuts available for DS and GBA dev?
Sorry if this has been covered but its looking like lots of unorganized threads and no central wiki has been setup (and actually used).
I guess I'm also asking, what toolchain is everyone using?
Sorry if this has been covered but its looking like lots of unorganized threads and no central wiki has been setup (and actually used).
I guess I'm also asking, what toolchain is everyone using?
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use the source. nem's hello world for example, you can use the ps2dev gcc toolchain. or something like this for latest binutils.
configure --target=mipsel-unknown-elf --prefix=/usr/local/pspdev
and this for gcc-4.0.0
configure --target=mipsel-unknown-elf --prefix=/usr/local/pspdev --enable-languages="c"
wich should work just fine, you will then have a r4k capable compiler, wich suits the core of the psp.
configure --target=mipsel-unknown-elf --prefix=/usr/local/pspdev
and this for gcc-4.0.0
configure --target=mipsel-unknown-elf --prefix=/usr/local/pspdev --enable-languages="c"
wich should work just fine, you will then have a r4k capable compiler, wich suits the core of the psp.
Kung VU
So getting started code-wise I'd start to build the PS2 toolchain...
http://ps2dev.org/kb.x?T=927
Then what? Soz I'm a similar newbie stage. All I've ever set up is the Dreamcast toolchain, which people had heavly documented.
http://ps2dev.org/kb.x?T=927
Then what? Soz I'm a similar newbie stage. All I've ever set up is the Dreamcast toolchain, which people had heavly documented.
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ee-gcc is based on GCC 3.2.2 and binutils 2.14. psp-gcc is based on GCC 4.0.0 and binutils 2.16. The immediate advantages are that psp-gcc will generate smaller, faster code, and it brings all of GCC4's features to the table, such as precompiled headers and whole unit compilation. psp-gcc was also built specifically for the MIPS R4k found in the PSP, so there's no fiddling with compiler flags other than the ones need to build your program. Also, newlib for PSP has routines you can use, all of string, ctype, stdio, etc.ooPo wrote:Not much advantage at the moment, really...
Maybe it's a bit early for ooPo :).
Surely it is a benfit to get everone at least using the same version (and a current one at that) from the start.
It Will make a whole host of tasks less painful.. esp if you consider the ps2 case and lessons learnt from there.
Getting everyone using a single toolchain will also help iron out any problems in that one, and encourage people to add/fix it.
Just my 2 cents/yen/pounds/whatever
It Will make a whole host of tasks less painful.. esp if you consider the ps2 case and lessons learnt from there.
Getting everyone using a single toolchain will also help iron out any problems in that one, and encourage people to add/fix it.
Just my 2 cents/yen/pounds/whatever
Not sure???
I installed ps2dev win32 enviroment that contains most of the tools.
So now I am stuck on creating the .bat which compiles the sources?
I have the compilers and sources, I just don't know how to make the bat which compiles it?, Any ideas?
Soz if it sounds like a n00b question its pretty hard to understand most of this as I am only 14 years old=)
So now I am stuck on creating the .bat which compiles the sources?
I have the compilers and sources, I just don't know how to make the bat which compiles it?, Any ideas?
Soz if it sounds like a n00b question its pretty hard to understand most of this as I am only 14 years old=)
Currently in the middle of this ooPo, and I think I'm just building libnew and I've got this problem...
Code: Select all
cd: can't find cd to newlib-1.13.0
can't find file at input line 4
Perhaps you used the wrong -p or --strip option?
The text leading up to this was:
|diff -burN orig.newlib-1.13.0/config.sub newlib-1.13.0/config.sub
|--- orig.newlib-1.13.0/config.sub 2004-11-15 21:18:39.000000000 -0400
|+++ newlib-1.13.0/config.sub 2005-05-23 02:33:28.000000000 -0300
File to patch:
Energy
Code: Select all
cd: can't find cd to newlib-1.13.0
Hi, I managed to build the "hello world" example using the PS2Dev Environment for Win32, but I would also like to get this toolchain up & running. I was wondering if someone could enlighten me about what I have to do with the "startup.s" file? Using psp-gcc I get some messages regarding "illegal operands" in it (don't know anything about assembler, so I don't have a clue).
I don't know cause it seemed to unpack all of it before...ooPo wrote:Looks like it had some trouble trying to unpack newlib.Code: Select all
cd: can't find cd to newlib-1.13.0
I'll try again or I'll build it manually. I might get back into programming for the dreamcast cause that was always fun too. Might try and see if I can get a multi-psp/dc enviroment setup made. Can't be that hard can it? :)
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http://home.oopo.net/binutils-2.13.2.1-EE.diff
Older patches and toolchain script can be found in:
http://www.oopo.net/consoledev/files/ps ... oldold.tgz
Older patches and toolchain script can be found in:
http://www.oopo.net/consoledev/files/ps ... oldold.tgz
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Yikes...well, I managed to get into a bash shell and try to install the ps2dev toolchain with the quite specific instructions, but I must be doing something very wrong.
When I follow the steps and come to
../binutils-2.13.2.1/configure --prefix=usr/ps2dev/ee -target=ee
it responds with
'invalid configuration 'ee' : machine 'ee' not recognized
Unrecognized target system name ee.
Anyone who understands more of unix than I and can tell me what I must have done wrong?
0xdf
When I follow the steps and come to
../binutils-2.13.2.1/configure --prefix=usr/ps2dev/ee -target=ee
it responds with
'invalid configuration 'ee' : machine 'ee' not recognized
Unrecognized target system name ee.
Anyone who understands more of unix than I and can tell me what I must have done wrong?
0xdf
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- Posts: 62
- Joined: Tue May 31, 2005 5:11 am
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- Posts: 62
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