Forum: Official SMS Forums - Forum for discussing SMS: Simple Media System player for the PS2.


The above video goes away if you are a member and logged in, so log in now!




 
Would you like to get all the new info from
PSX-Scene in your email each day?




Want to learn more about the team keeping you up to date with the latest scene news?

Read about them now!

Check out our Developer bios, too!

 


User Tag List

Thread: Getting started with SMS development
  

Results 1 to 6 of 6
  1. #1 Getting started with SMS development 
    JuddMan is offline Member
    Join Date
    Jul 2005
    Posts
    363
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    check out my latest guide:
    http://www.adam.com.au/kellyjones/sms/docs/

    this sums up how to do in 10 - 30 minutes what i have been trying to figure out on my own (in spare time) for about 4 days.

    it will take you from vanilla XP box to a compiled SMS.ELF fresh from the SVN source.

    the rest is up to you.
    Reply With Quote  

  2. #2  
    suloku is offline Undead WU
    Join Date
    Apr 2005
    Posts
    486
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    [UPDATE]

    EDIT: nevermind, I don't know why but I had a cygwin1.dll in windows\sistem directory, now all works. (dammit, this drove me mad some time ago and didn't find a solution)

    I could compile SMS with no problems, now for ule!


    I'm having problems when compiling...

    "This problem is probably due to using incompatible versions of the cygwin DLL. Search for cygwin1.dll using the Windows Start->Find/Search facility and delete all but the most recent version. The most recent version *should* reside in x:\cygwin\bin, where 'x' is the drive on which you have installed the cygwin distribution. Rebooting is also suggested if you are unable to find another cygwin DLL."

    Can't figure out how to solve this, I already removed cygwin from my system (couldn't instal ps2toolchain in there anyways)

    [/UPDATE]

    Thanks, maybe with that I'll be able to set a fully working environment under windows.

    I mean an environment that ca compile both ule and sms, because my actual environment under linux is a little messed up.
    Last edited by suloku; 05-10-2007 at 12:19 PM.
    Reply With Quote  

  3. #3  
    JuddMan is offline Member
    Join Date
    Jul 2005
    Posts
    363
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    ule needs a modified toolchain, and the modifications need the toolchain to be recompiled. as the toolchain provided with that installer is only the binary, it won't be possible to recompile to add the ulaunchelf specific changes.

    and whether SMS will build correctly with those changes, i don't know.
    Reply With Quote  

  4. #4  
    dlanor is offline Member
    Join Date
    Sep 2004
    Location
    Sweden
    Posts
    10,107
    Downloads
    5
    Uploads
    0
    Mentioned
    1 Post(s)
    Tagged
    2 Thread(s)
    Likes Given
    0
    Likes Received
    126
    Quote Originally Posted by JuddMan View Post
    ule needs a modified toolchain, and the modifications need the toolchain to be recompiled. as the toolchain provided with that installer is only the binary, it won't be possible to recompile to add the ulaunchelf specific changes.
    Excuse me, but I'm not aware of any uLE-specific changes to the toolchain. We do have several patches for embedded subprograms (like ps2ftpd) and various libs, such as PS2SDK, gsKit and libjpg etc, but none at all for the toolchain itself.

    A fully working binary-only installation of the toolchain should be capable of recompiling any normal program or lib (including PS2SDK). If that doesn't work, then the installation is either not fully working, or incorrectly used.

    and whether SMS will build correctly with those changes, i don't know.
    I can build a working SMS ELF with the same setup used to develop uLE.

    Best regards: dlanor
    Reply With Quote  

  5. #5  
    JuddMan is offline Member
    Join Date
    Jul 2005
    Posts
    363
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Sorry. I thought those things were part of the toolchain.
    Anyhow, i should have just said I havent figured out how to integrate the modifications that come with ULE source into that particular installation.
    Reply With Quote  

  6. #6  
    dlanor is offline Member
    Join Date
    Sep 2004
    Location
    Sweden
    Posts
    10,107
    Downloads
    5
    Uploads
    0
    Mentioned
    1 Post(s)
    Tagged
    2 Thread(s)
    Likes Given
    0
    Likes Received
    126
    Quote Originally Posted by JuddMan View Post
    Sorry. I thought those things were part of the toolchain.
    Well, as I see it the 'toolchain' is the basic setup of compilers and other tools that allow us to compile programs at all, by the standard PS2Dev methods. In addition to those basic tools we also need various configuration files and libs, but very few of those can be considered integral parts of the toolchain. PS2SDK in particular is a great example of something we need for virtually all PS2 programming, but which is definitely NOT a part of the basic toolchain. (If it were, then the toolchain would be unable to compile PS2SDK from scratch without having a previous version. But doing so works just fine.)


    Anyhow, i should have just said I havent figured out how to integrate the modifications that come with ULE source into that particular installation.
    It's not at all hard really. So I'll describe it again here.

    You're already aware of the folder named "Changed source for external projects" in each uLE release. That folder contains one subfolder for each lib or unrelated project that uLE needs to have modified for perfect functionality.

    If you inspect these subfolders you will find a seemingly redundant amount of additional subfolder levels, in many cases with just one or two files residing at the deepest level. This usage is NOT redundant however, as it is necessary to mimic the folder structure of the original lib sources, in order to ensure that those files end up at the correct destination when updating the libs.

    For most of those cases (excepting only ps2client), this means that you need to copy all the contents of such a subfolder into the main source folder of that lib project, allowing all files at all folder levels involved to overwrite their old counterparts in that lib source directory. After which you should recompile that lib project. Note also that for some projects it is not enough just to use "make all", as both gsKit and PS2SDK also need a "make release" after the main compilation.

    For ps2client similar procedures should be used, except that it should be compiled so as to run on a PC, obviously, for which I prefer to use MinGW rather than Cygwin or other compilers, but that's up to you. However, since I've only tested the ps2client changes with MinGW I'm not sure if other compilers, 'like the flavour'

    Best regards: dlanor
    Reply With Quote  

Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •