Search found 22 matches
- Fri Apr 18, 2008 11:26 pm
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Nice. = ) So there's the added bonus that those adapted libraries will be available if ever needed for other projects in the future... I guess it'll also make it easier when compiling this from source for future updates, while making the SDK itself a more fully featured adaption of existing C/C++ st...
- Fri Apr 18, 2008 8:29 am
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Are these (some of) the files I want to be looking at right?
So it's basically down to... toolchain commands? Are those what these are?
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ctime.c ; lctime_r.c ; lcltime.c ; strftime.c ; setvbuf.c ; errno.c ; errno.h ; reent.h ; basic_string.h ; new
- Fri Apr 18, 2008 4:14 am
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Okay... you were right. Wrong patch X D
Okay this is where it's really at -=smiling=-
Sorry about that, still had the 1st patch in the same directory. Hope this helps.
Okay this is where it's really at -=smiling=-
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- Fri Apr 18, 2008 3:10 am
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Nevermind...
Sorry about the first post. Here's the correct output I received, this time with the patch applied correctly:
Sorry about the first post. Here's the correct output I received, this time with the patch applied correctly:
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- Fri Apr 18, 2008 2:44 am
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
I'm trying to apply the patch, but keep getting this:
Any pointers?
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- Fri Apr 18, 2008 1:37 am
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Good Job Ragnarok... you're going to end up cracking this one = ) Man I can't wait until I know what I'm doing -=laughing=- Well, I wasn't able to d/l the new patch; do you think you would mind re-uploading? Here's an example of what I've been doing (just took and added it onto bleh.cpp ). For the s...
- Thu Apr 17, 2008 10:59 pm
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Yeah... I see what you mean. In comparison, however, I think once it's in a state where optimization can occur, it ought to be alright. Some system specs: GameCube: CPU: 128-bit custom IBM Gekko PowerPC (485MHz) GPU: ATI Flipper (162MHz) The snes emulator for this system if I'm not mistaken is also ...
- Thu Apr 17, 2008 7:40 pm
- Forum: PS2 Development
- Topic: Properly building the PS2SDK
- Replies: 8
- Views: 5021
Gotcha = ) I wasn't aware that you could define absolute paths using svn. The ps2sdk source - luckily - created itself when I did the last svn and used $PS2SDK-SRC... so now everything is in a directory with that label (/ps2sdk-src/) within /ps2dev/. So, thank goodness, everything looks nice and cle...
- Thu Apr 17, 2008 7:21 pm
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Ah... The patch added the bleh.cpp in there but I (or it) hadn't modified the makefile. I also noticed $(LOGGEROBJ) wasn't setup in my copy of the makefile either... is this something you added? Well, that fixed that it looks like. (THANK YOU once again Ragnarok... I wish I wasn't so new to this stu...
- Thu Apr 17, 2008 6:28 pm
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Sweet! Thank you Ragnarok... That took the work out of that ; ) Well, I'm now back at another reference to crt0.o ... I just don't get this as it's an -lkernel dependency... any past revisions of the SDK that you know of that might work better in regards to this problem (tried 1420, didn't work). RE...
- Thu Apr 17, 2008 8:32 am
- Forum: PS2 Development
- Topic: Properly building the PS2SDK
- Replies: 8
- Views: 5021
You're awesome... thank you = ) Okay, so last night what I did was prior to installing the toolchain, (the following was all done in the MinGW environment, not Windows itself) I cd into /usr/ , then manually mkdir the folder labeled local ... didn't matter, because the toolchain automates this step ...
- Thu Apr 17, 2008 7:13 am
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Here's the source I'm using (it includes your patch as well Ragnarok):
http://www.flipdrive.com/download.php?f ... 2d9e1613d6
It's locking at on creation of controls.o.
http://www.flipdrive.com/download.php?f ... 2d9e1613d6
It's locking at
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'rename' not declared in cstdio
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- Wed Apr 16, 2008 11:01 am
- Forum: PS2 Development
- Topic: Properly building the PS2SDK
- Replies: 8
- Views: 5021
Thanks ptek ! Well, I was having a lot of trouble getting the libs to install to their proper places (practically rebuilding them from various sources in some cases) because they just weren't compiling right; so I decided to do a fresh install on the MinGW/MSYS setup (I made sure to follow the instr...
- Wed Apr 16, 2008 7:43 am
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Thanks again... I know I've been a real pain being a newcomer around here, and I can't thank you all enough for your patience and support. I managed to get past the libjpg process and for the life of me it actually installed. So of course, the next logical thing it did was hang at the libpng (it'll ...
- Wed Apr 16, 2008 5:43 am
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
The snes9x code compiles using the makefile bootsector posted, along with the few modifications to the makefile (only reported a missing separator on line 199) and replacing the code the compiler was turning as errors [including the line with (int64) as you posted, Ragnarok, which fixed the hang-up ...
- Wed Apr 16, 2008 12:39 am
- Forum: PS2 Development
- Topic: Properly building the PS2SDK
- Replies: 8
- Views: 5021
Re: Properly building the PS2SDK
Have you tried to compile the ps2sdk examples? And gsKit (current alternative to gslib) and its examples? This I have not yet done...perhaps it's where I need to get my start. I was under the assumption you already had to have a stable environment to even approach those, so I didn't even bother loo...
- Tue Apr 15, 2008 9:05 pm
- Forum: PS2 Development
- Topic: Trying to compile SNES9x for PS2...
- Replies: 5
- Views: 5326
- Tue Apr 15, 2008 5:28 pm
- Forum: PS2 Development
- Topic: Properly building the PS2SDK
- Replies: 8
- Views: 5021
Properly building the PS2SDK
I'm attempting to get into PS2 development, however resources regarding how to build the SDK are varied. Basically, I'd like to build, under MinGW, a fully functioning PS2 Dev environment, including all the libraries most commonly used in development... but with so many different sources regarding i...
- Tue Apr 15, 2008 3:51 pm
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Thank you J.F. for helping to feed the hungry mind. = ) The information you referenced is actually extremely helpful to someone such as myself. In truth, I know at this stage, I wouldn't even know where to begin coding any of this myself - however, it's good to know the way something like this works...
- Tue Apr 15, 2008 9:36 am
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
Okay... I should've looked right there at the homepage: says it's C++ (snes9x source) -=slaps-forehead=- I'm interested in this but I'm not sure it's place to discuss it. Basically, I wanted more information on how emulators themselves work. My idea is: are you basically using the target hardware (i...
- Mon Apr 14, 2008 12:56 pm
- Forum: PS2 Development
- Topic: Joint venture: To bring a new PS2 port of Snes9x.
- Replies: 55
- Views: 56182
I don't know much at all about programming aside from what C++ I've been learning lately but I really would like to contribute to this in any way I can... Well, the only things I can say at this point is I've got the PS2SDK + toolchain installed under MinGW (I'm running Windows XP, so I needed a Lin...
- Sun Apr 13, 2008 5:28 pm
- Forum: PSP Development
- Topic: FuSa Project: Play via composite cable with FuSa!
- Replies: 97
- Views: 67361
First time I've seen (or even heard of) this (being) done... Great Job with this OldPrisoneR!... I really mean that... For those of us out there without the means of outputting the PSP to a progressive scan television (mine doesn't even have component jacks), this little plugin is a milestone in hom...