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



Joined: 11 Mar 2005
Posts: 6

PostPosted: Mon May 23, 2005 5:11 am    Post subject: What's the fastest way to jump in to PSP dev? Reply with quote

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?
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blackdroid



Joined: 17 Jan 2004
Posts: 564
Location: Sweden

PostPosted: Mon May 23, 2005 6:44 am    Post subject: Reply with quote

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.
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Energy



Joined: 26 Mar 2005
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Location: uk/beds/flitwick

PostPosted: Mon May 23, 2005 10:15 pm    Post subject: Reply with quote

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.
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blackdroid



Joined: 17 Jan 2004
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Location: Sweden

PostPosted: Tue May 24, 2005 6:09 pm    Post subject: Reply with quote

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.
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Kung VU
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ooPo
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Joined: 17 Jan 2004
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PostPosted: Wed May 25, 2005 12:42 am    Post subject: Reply with quote

Autobuild your own psp toolchain:

http://www.oopo.net/consoledev/files/psptoolchain-20050523.tgz
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Energy



Joined: 26 Mar 2005
Posts: 133
Location: uk/beds/flitwick

PostPosted: Wed May 25, 2005 12:45 am    Post subject: Reply with quote

ooPo wrote:
Autobuild your own psp toolchain:

http://www.oopo.net/consoledev/files/psptoolchain-20050523.tgz


thanks man.
:)
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th0mas



Joined: 24 Apr 2005
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Location: Canada

PostPosted: Wed May 25, 2005 1:43 am    Post subject: Reply with quote

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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ooPo
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PostPosted: Wed May 25, 2005 1:57 am    Post subject: Reply with quote

Not much advantage at the moment, really...
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mrbrown



Joined: 17 Jan 2004
Posts: 1536

PostPosted: Wed May 25, 2005 2:02 am    Post subject: Reply with quote

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 :).
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ooPo
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PostPosted: Wed May 25, 2005 2:08 am    Post subject: Reply with quote

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.
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adresd



Joined: 17 Jan 2004
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PostPosted: Wed May 25, 2005 2:11 am    Post subject: Reply with quote

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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th0mas



Joined: 24 Apr 2005
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PostPosted: Wed May 25, 2005 2:35 am    Post subject: Reply with quote

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



Joined: 08 May 2005
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PostPosted: Wed May 25, 2005 3:59 am    Post subject: Reply with quote

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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Energy



Joined: 26 Mar 2005
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Location: uk/beds/flitwick

PostPosted: Wed May 25, 2005 5:37 pm    Post subject: Reply with quote

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
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t3ddY



Joined: 08 May 2005
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Location: The Netherlands

PostPosted: Wed May 25, 2005 6:33 pm    Post subject: Reply with quote

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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CoreCZ



Joined: 24 May 2005
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PostPosted: Wed May 25, 2005 6:39 pm    Post subject: Not sure??? Reply with quote

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=)
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Energy



Joined: 26 Mar 2005
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Location: uk/beds/flitwick

PostPosted: Mon May 30, 2005 9:18 pm    Post subject: Reply with quote

ooPo wrote:
Autobuild your own psp toolchain:

http://www.oopo.net/consoledev/files/psptoolchain-20050523.tgz


Currently in the middle of this ooPo, and I think I'm just building libnew and I've got this problem...

Code:

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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ooPo
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Joined: 17 Jan 2004
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PostPosted: Tue May 31, 2005 12:12 am    Post subject: Reply with quote

Code:
cd: can't find cd to newlib-1.13.0


Looks like it had some trouble trying to unpack newlib.
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Yardbird



Joined: 31 May 2005
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PostPosted: Tue May 31, 2005 5:27 am    Post subject: Reply with quote

ooPo wrote:
Autobuild your own psp toolchain:

http://www.oopo.net/consoledev/files/psptoolchain-20050523.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).
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Energy



Joined: 26 Mar 2005
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PostPosted: Tue May 31, 2005 7:13 am    Post subject: Reply with quote

ooPo wrote:
Code:
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? :)
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0xdeadface



Joined: 31 May 2005
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PostPosted: Fri Jun 03, 2005 7:47 pm    Post subject: Reply with quote

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
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Squall333



Joined: 28 Apr 2005
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PostPosted: Sat Jun 04, 2005 3:46 am    Post subject: Reply with quote

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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ooPo
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Joined: 17 Jan 2004
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PostPosted: Sat Jun 04, 2005 4:27 am    Post subject: Reply with quote

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/ps2toolchain-oldoldold.tgz
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0xdeadface



Joined: 31 May 2005
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PostPosted: Sun Jun 05, 2005 12:02 am    Post subject: Reply with quote

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
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0xdeadface



Joined: 31 May 2005
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PostPosted: Sun Jun 05, 2005 12:32 am    Post subject: Reply with quote

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

0xdf
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0xdeadface



Joined: 31 May 2005
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PostPosted: Sun Jun 05, 2005 2:42 am    Post subject: Reply with quote

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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ooPo
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PostPosted: Sun Jun 05, 2005 3:47 am    Post subject: Reply with quote

Updated:

http://www.oopo.net/consoledev/files/psptoolchain-20050603.tgz
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0xdeadface



Joined: 31 May 2005
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PostPosted: Sun Jun 05, 2005 4:24 am    Post subject: Reply with quote

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

0xdf
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ooPo
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Joined: 17 Jan 2004
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PostPosted: Sun Jun 05, 2005 4:44 am    Post subject: Reply with quote

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



Joined: 26 Mar 2005
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PostPosted: Mon Jun 06, 2005 12:10 am    Post subject: Reply with quote

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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