From: <he...@us...> - 2004-06-22 18:12:48
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Update of /cvsroot/gc-linux/htdocs/xml/en In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv26344 Modified Files: howtodevelop.xml Log Message: Updated cross-compiler information. Updated information on PSOload availability for different platforms. UGLYHACK: I included manual formatting for the part of the iparticle metainfo as it seems that it is not correctly formatted by the transform function. Index: howtodevelop.xml =================================================================== RCS file: /cvsroot/gc-linux/htdocs/xml/en/howtodevelop.xml,v retrieving revision 1.4 retrieving revision 1.5 diff -u -d -r1.4 -r1.5 --- howtodevelop.xml 26 Jan 2004 00:37:44 -0000 1.4 +++ howtodevelop.xml 22 Jun 2004 18:12:38 -0000 1.5 @@ -2,33 +2,32 @@ <?xml-stylesheet type="text/xsl" href="iparticle.xsl"?> <iparticle> <info> +<!-- wtf, the document is NOT formatted, why? --> +<h1> <title>How to develop for GameCube Linux</title> - <author>Michael Steil</author> - <date>25 January 2004</date> +</h1> +<br/><i>by + <author>Michael Steil (updated by Albert Herranz)</author> +</i>, + <date>13 June 2004</date> </info> <p>Targetting the GameCube with your development is not as easy as targetting your Linux PC, because you have to do cross-development and explicitly upload the executables after compilation.</p> <h2>Cross Compiling</h2> - <p>You cannot run a compiler on the GameCube yet, so you need to develop and compile on your desktop computer - which is likely to be a lot faster anyway.</p> + <p>Although you can run a compiler on the GameCube, you will prefer to develop and compile on your desktop computer - which is likely to be a lot faster anyway.</p> <p>The GameCube has a PowerPC CPU, so your development machine must be able to compile PowerPC binaries. If you have a Mac running Linux, this is easy: Your machine can already create executables for the GameCube.</p> - <p>If your development machine is an x86 PC or a Mac running Mac OS X, you need a cross-compiler. <a href="http://heliscar.com/greg/">http://heliscar.com/greg/</a> and <a href="http://www.hangar-eleven.de/en/">http://www.hangar-eleven.de/en/</a> both host precompiled cross compilers for Linux, Windows and Mac OS X that can compile a GameCube Linux kernel. You can of course also build your own cross compiler from the GCC and binutils sources.</p> + <p>If your development machine is an x86 PC or a Mac running Mac OS X, you need a cross-compiler. Arthur Othieno has contributed a ready-to-use cross-compiler for x86 available for download from the <a href="http://sourceforge.net/project/showfiles.php?group_id=98581&package_id=120824">SourceForge project files</a> page. You can of course also build your own cross-compiler from the GCC and binutils sources.</p> + <p>There are also cross-compilers for Linux, Windows and Mac OS X available at <a href="http://heliscar.com/greg/">http://heliscar.com/greg/</a> and <a href="http://www.hangar-eleven.de/en/">http://www.hangar-eleven.de/en/</a>. However, we have found problems compiling recent kernels with them.</p> <h2>Running Executables on the GameCube</h2> - <p>The GameCube cannot read any CDs/DVDs that can be burnt. The only practicable way to run your code rigt now is the "PSOload" method.</p> + <p>The GameCube cannot read any CDs/DVDs that can be burnt. There are several methods to run your code on the GameCube, but we will show briefly only the "PSOload" method.</p> <p>The game "Phantasy Star Online" ("PSO", any version) tries to connect to a central server if you want to play an online game, in order to download an updated version of the game executable. This mechanism can be used to upload any code to the GameCube.</p> - <p>You need the game "PSO", a memory card, a broadband adapter and a Windows PC running the tool "PSOload", connected to the GameCube via Ethernet.</p> - <p>PSOload v2.0a can be downloaded <a href="http://www.gcdev.com/download/PSOloadV2.0a.zip">here</a>.</p> + <p>You need the game "PSO", a memory card, a broadband adapter and a PC running the tool "PSOload", connected to the GameCube via Ethernet.</p> + <p>PSOload v2.0a for Windows can be downloaded <a href="http://www.gcdev.com/download/PSOloadV2.0a.zip">here</a>.</p> + <p>PSOload v2.0 for Linux can be downloaded <a href="http://www.gcdev.com/download/PSOloadV2.0_Linux.zip">here</a> and for MAC OS X <a href="http://www.gcdev.com/download/PSOloadV2.0_OSX.zip">here</a>.</p> + <p>PSOload for Windows also works in Linux using a recent Wine version without the need of additional DLLs. If you have a really old Wine version, like Wine 20030508, Azalyn explains <a href="http://article.gmane.org/gmane.linux.ports.game-cube.devel/69">here</a> how to make it run.</p> - <p>PSOload also works in Linux with Wine. Azalyn got it running with Wine 20030508 and the following DLLs:</p> -<pre> -iphlpapi.dll ----- Win98SE DLL-Version -NTDLL.DLL ----- Win98 DLL-Version -netapi32.dll ----- Win98SE DLL-Version -dhcpcsvc.dll ----- Win98SE DLL-Version -ipcfgdll.dll ----- Win98SE DLL-Version -advapi32.dll ----- Win98SE DLL-Version</pre> -<p>Chances are, it will work with very different configurations as well. Read the details <a href="http://article.gmane.org/gmane.linux.ports.game-cube.devel/69">here</a>.</p> </iparticle> |