What's the fastest way to jump in to PSP dev?

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pushpin
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What's the fastest way to jump in to PSP dev?

Post by pushpin »

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?
blackdroid
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Post by blackdroid »

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.
Kung VU
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Post by Energy »

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.
blackdroid
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Post by blackdroid »

either download the ps2dev toolchain, or do as I said with the latest binutils and gcc-4.0 wich you can get from ftp.gnu.org.
Kung VU
ooPo
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Post by ooPo »

Energy
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Post by Energy »

ooPo wrote:Autobuild your own psp toolchain:

http://www.oopo.net/consoledev/files/ps ... 050523.tgz
thanks man.
:)
th0mas
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Post by th0mas »

is there any advantage to that psptoolchain-20050523.tgz over the ee-gcc from the most recent ps2toolchain also on oopo's site?
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Post by ooPo »

Not much advantage at the moment, really...
mrbrown
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Post by mrbrown »

ooPo wrote:Not much advantage at the moment, really...
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.

Maybe it's a bit early for ooPo :).
ooPo
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Post by ooPo »

Well, all that yeah. :)

..but there isn't anything psp-specific added to the toolchain yet other than being compiled for the right mips processor, which is what I was getting at.
adresd
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Post by adresd »

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
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Post by th0mas »

better newlib support was what I was looking for, thanks.. iirc the ee-newlib didn't quite do the trick?
t3ddY
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Post by t3ddY »

Now it's just a matter of time untill someone compiles that gcc for win32, together with some tools (bmp2c etc), nem's libs and a version of PSPE... That would be really cool :)
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Post by Energy »

t3ddY wrote:Now it's just a matter of time untill someone compiles that gcc for win32, together with some tools (bmp2c etc), nem's libs and a version of PSPE... That would be really cool :)
ah ha!
could be a job for... you :D
lol
t3ddY
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Post by t3ddY »

I'm using ee-g++ @ the moment for my c++ and i'm to lame to build a whole new cross compiled gcc dist :)
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Not sure???

Post by CoreCZ »

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=)
Energy
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Post by Energy »

ooPo wrote:Autobuild your own psp toolchain:

http://www.oopo.net/consoledev/files/ps ... 050523.tgz
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:
Now am I doing something stupid or will I have to start again?
Energy
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Post by ooPo »

Code: Select all

cd: can't find cd to newlib-1.13.0
Looks like it had some trouble trying to unpack newlib.
Yardbird
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Post by Yardbird »

ooPo wrote:Autobuild your own psp toolchain:

http://www.oopo.net/consoledev/files/ps ... 050523.tgz
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).
Energy
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Post by Energy »

ooPo wrote:

Code: Select all

cd: can't find cd to newlib-1.13.0
Looks like it had some trouble trying to unpack newlib.
I don't know cause it seemed to unpack all of it before...
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? :)
0xdeadface
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Post by 0xdeadface »

Did anyone manage to compile the 4.0.0 toolchain for DOS/windows?

My knowledge of Linux/cygwin/doIknowWhat is limited to ls :o\

(I know "well there's a job for *you* 0xdf' but....well, yeah, have to give it a shot)

0xdf
Squall333
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Post by Squall333 »

I treid to d/l binutils-2.13.2.1-EE.diff but the link seems to be dead is there anywhere else i can get it?
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Post by ooPo »

0xdeadface
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Post by 0xdeadface »

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
0xdeadface
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Post by 0xdeadface »

I assume it has to do with the directory structure as suggested by Now3d mentioned in the instructions, but that link is dead :(

0xdf
0xdeadface
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Post by 0xdeadface »

Well, being lazy I decided to uninstall and reinstall cygwin. Seems I did miss some program, and I figured a full reinstall fixed it.

So if anyone has trouble getting it installed....lol, just install ALL with the cygwin, you'll be sure to have the right modules.

:)

0xdf
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Post by ooPo »

0xdeadface
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Post by 0xdeadface »

Just a huge thx to Oopo for making the install doable for mere humans.

0xdf
ooPo
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Post by ooPo »

The real hard toolchain work is done by people other than me... I just make a fancy package. :)
Energy
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Post by Energy »

ooPo managed to get the script to run
*looks embarrased*
I forgot to include b2zip.

Anyway - for when my cygwin starts up can I have it so that the startup code is in a seperate file like 'psp_dev.sh' then in the bash_profile can I just put ./psp_dev.sh ?

Soz just want to check :)
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