Some starting point on PSP Development...

Discuss the development of new homebrew software, tools and libraries.

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marvila
Posts: 3
Joined: Tue Dec 25, 2007 7:27 am

Some starting point on PSP Development...

Post by marvila »

Hello Ladies and Gentlemen.

I'm a newbie on PSP development and I have not created a real C code in a while :( but that's not a problem.

The thing I have is that I'm struggling finding exactly what I need to install and do to start developing for my Slim PSP.

I am on windows with cygwin and I have svn'ed toolchain from ps2dev svn. The revision is 2350 I believe.

The problem is that it fails when compiling remotejoy from the psplinkusb. As I understand the remotejoy is not required for development and I also have a binary one already working so I looked at the toolchain dir and found only the PSPSDK was there but not compiled.

I then downloaded the "trunk" of ps2dev svn and am installing the SDK and other libraries as I found here:

http://www.devsgen.com/psp/index.php?board=15.0

I gess so far so good if the libraries compile fine.

Please let me know if I messed something until here.

My idea of homebrew would be connecting PSP to the PC via wi-fi to access a networked application I have developed. So no 3D things will be used. Only some pictures to create the menu on the final version. On the first version only text written to the screen :)

Now the tricky questions:

I have programmed at college using gvim, gcc but no make files (I haven't needed them by the time). As I have read, there are some parameters and compiling directives required to compile the homebrews and also to compile them to PSP Slim as it doesn't have the 1.50 kernel.

Does any of you have a makefile with a hello world example I can use to create my first homebrew? Any other tutorials explaining each required part of homebrews and also some networking and joypad capture example would be really great!

Do I need to use Dark Alex's 3.71 SDK or is it already on PSPSDK from today's ps2dev trunk? If I need that, where should I put it?

The doxygen generated from PSPSDK have all documentation of the PSP methods or is there anywhere else that I can look for?

Are both C and C++ supported with PSPSDK?

Is it possible to use Visual Studio or something equivalent to aid me during the development? I know it is possible with a simple text editor, but IDEs are quite helpful :)

Thank you very much and Merry Christmas!

Regards,
Fred
snow
Posts: 31
Joined: Sat Dec 15, 2007 12:34 pm

Post by snow »

There're a lot of great threads here that outline a lot of what you're looking for. Your best friend is the http://forums.ps2dev.org/search.php (search). I just typed in "visual studio" and found this:

http://forums.ps2dev.org/viewtopic.php? ... ual+studio

Looks to be exactly the jump point you're looking for.

Also, if you have downloaded the toolchain then you have a folder called "examples" that contains "Hello, world" and a dozen or two other examples of writing code for graphics, keyboard input and just about everything you'll be working with.

I've been new on the scene for at least a week or two now and the best thing you can do is take advantage of the search. It's all been outlined here multiple times. You've written a pretty tall order too so there isn't enough room in this thread to cover it all ;)

Quick summary though:

You don't need Dark Alex's SDK.

Use the "examples" to see the makefiles. If you're not familiar with makefiles you can find a wealth of information online.

I don't know where the definitive documentation for the PSPSDK is. If there's something especially sexy online I'd love to know where it is =) I've just poked around a lot and looked at the source/libraries of the SDK.

C/C++ are supported (unless someone wants to check me on that?)

Visual Studio question answered above.

And a Merry Xmas to you too, sir. Happy hunting ;)
pspZorba
Posts: 156
Joined: Sat Sep 22, 2007 11:45 am
Location: NY

Post by pspZorba »

Hi Marvila,

You can use as well Eclispe (with the CDT plugins for C/C++), it detects cygwin and creating a project is *very* easy.

Happy hollidays and Merry Xmas all
--pspZorba--
NO to K1.5 !
marvila
Posts: 3
Joined: Tue Dec 25, 2007 7:27 am

Post by marvila »

snow wrote:There're a lot of great threads here that outline a lot of what you're looking for. Your best friend is the http://forums.ps2dev.org/search.php (search). I just typed in "visual studio" and found this:

http://forums.ps2dev.org/viewtopic.php? ... ual+studio

Looks to be exactly the jump point you're looking for.
You're absolutely right. I forgot to search for the visual studio thing...
snow wrote: Also, if you have downloaded the toolchain then you have a folder called "examples" that contains "Hello, world" and a dozen or two other examples of writing code for graphics, keyboard input and just about everything you'll be working with.

[8<]

Quick summary though:

You don't need Dark Alex's SDK.

Use the "examples" to see the makefiles. If you're not familiar with makefiles you can find a wealth of information online.

I don't know where the definitive documentation for the PSPSDK is. If there's something especially sexy online I'd love to know where it is =) I've just poked around a lot and looked at the source/libraries of the SDK.

C/C++ are supported (unless someone wants to check me on that?)

Visual Studio question answered above.

And a Merry Xmas to you too, sir. Happy hunting ;)
Thanks! that helped a bunch!

Damn... too long without programming in C/C++ has made me forget lots of things... Hope the examples contain good comments on why using each method.

I did found a doxygen doc for the PSPSDK. It is not very well commented like the Java doc, but it is a good starting point.

I'll give eclipse a try. I tried using it with java once but couldn't adapt myself. Anyway, I'm pretty sure it has improved on those 2 years without looking at it :P

Thanks for the help!
pegasus2000
Posts: 160
Joined: Wed Jul 12, 2006 7:09 am

Re: Some starting point on PSP Development...

Post by pegasus2000 »

marvila wrote:Hello Ladies and Gentlemen.

I'm a newbie on PSP development and I have not created a real C code in a while :( but that's not a problem.

The thing I have is that I'm struggling finding exactly what I need to install and do to start developing for my Slim PSP.

I am on windows with cygwin and I have svn'ed toolchain from ps2dev svn. The revision is 2350 I believe.

The problem is that it fails when compiling remotejoy from the psplinkusb. As I understand the remotejoy is not required for development and I also have a binary one already working so I looked at the toolchain dir and found only the PSPSDK was there but not compiled.

I then downloaded the "trunk" of ps2dev svn and am installing the SDK and other libraries as I found here:

http://www.devsgen.com/psp/index.php?board=15.0

I gess so far so good if the libraries compile fine.

Please let me know if I messed something until here.

My idea of homebrew would be connecting PSP to the PC via wi-fi to access a networked application I have developed. So no 3D things will be used. Only some pictures to create the menu on the final version. On the first version only text written to the screen :)

Now the tricky questions:

I have programmed at college using gvim, gcc but no make files (I haven't needed them by the time). As I have read, there are some parameters and compiling directives required to compile the homebrews and also to compile them to PSP Slim as it doesn't have the 1.50 kernel.

Does any of you have a makefile with a hello world example I can use to create my first homebrew? Any other tutorials explaining each required part of homebrews and also some networking and joypad capture example would be really great!

Do I need to use Dark Alex's 3.71 SDK or is it already on PSPSDK from today's ps2dev trunk? If I need that, where should I put it?

The doxygen generated from PSPSDK have all documentation of the PSP methods or is there anywhere else that I can look for?

Are both C and C++ supported with PSPSDK?

Is it possible to use Visual Studio or something equivalent to aid me during the development? I know it is possible with a simple text editor, but IDEs are quite helpful :)

Thank you very much and Merry Christmas!

Regards,
Fred

Use Nanodesktop tecnology....

http://visilab.unime.it/~filippo/Nanode ... esktop.htm

It integrates in Dev-C++, so you can use a complete IDE for
program. It uses also an emulator for PSP testing.

The forum for Nanodesktop is here:

http://www.psp-ita.com/forum/viewforum.php?f=23

The library supports only PSP Fat, but we are releasing a new
version that will support custom firmwares and psp slim.
This will happen in few days. Can you wait for 10 days ? Well, nd
is for you.

Nd is also compatible with standard ANSI C, so you can use
the sources that you can find in normal book for C programming.
marvila
Posts: 3
Joined: Tue Dec 25, 2007 7:27 am

Re: Some starting point on PSP Development...

Post by marvila »

pegasus2000 wrote: Use Nanodesktop tecnology....

http://visilab.unime.it/~filippo/Nanode ... esktop.htm

It integrates in Dev-C++, so you can use a complete IDE for
program. It uses also an emulator for PSP testing.

The forum for Nanodesktop is here:

http://www.psp-ita.com/forum/viewforum.php?f=23

The library supports only PSP Fat, but we are releasing a new
version that will support custom firmwares and psp slim.
This will happen in few days. Can you wait for 10 days ? Well, nd
is for you.

Nd is also compatible with standard ANSI C, so you can use
the sources that you can find in normal book for C programming.
Well, Let me know when it is available for the PSP Slim :) I'll give it a try for sure
pegasus2000
Posts: 160
Joined: Wed Jul 12, 2006 7:09 am

Re: Some starting point on PSP Development...

Post by pegasus2000 »

marvila wrote:
pegasus2000 wrote: Use Nanodesktop tecnology....

http://visilab.unime.it/~filippo/Nanode ... esktop.htm

It integrates in Dev-C++, so you can use a complete IDE for
program. It uses also an emulator for PSP testing.

The forum for Nanodesktop is here:

http://www.psp-ita.com/forum/viewforum.php?f=23

The library supports only PSP Fat, but we are releasing a new
version that will support custom firmwares and psp slim.
This will happen in few days. Can you wait for 10 days ? Well, nd
is for you.

Nd is also compatible with standard ANSI C, so you can use
the sources that you can find in normal book for C programming.
Well, Let me know when it is available for the PSP Slim :) I'll give it a try for sure

Nanodesktop 0.3.3 is available on Visilab servers.

It supports any model of PSP (SLIM and FAT). Download here:

http://visilab.unime.it/~filippo/Nanode ... nloads.htm

User guide here:

http://visilab.unime.it/~filippo/Nanode ... s/Docs.htm

And support for technical troubles here:

http://www.psp-ita.com/forum/
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