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README.md
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README.md
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# Nolibgs Hello Worlds !
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<p align="center">
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<img height="240px" src="cube.gif" alt="3D power !">
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<img height="240px" src="http://psx.arthus.net/homebrew/polyfun.jpg" alt="3D power !">
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<img height="240px" src="hello_gt.jpg" alt="3D power !">
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</p>
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So you want to begin developping on the original PSX but don't know where to start ?
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This repo is destined to host a bunch of simple examples, each describing how to do one thing.
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The code here will be using PsyQ, the "Official" Sony SDK, but we will not be using libGS, the Extended Graphics Library for the graphic stuff...
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Instead we'll try to devise methods to reproduce libgs functions. This will not necessarly be more efficient, but we'll learn
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a lot more stuff !
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## Setting up the SDK : Modern GCC + PsyQ a.k.a Nugget+PsyQ
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For this we'll rely heavily on [grumpy-coder](https://github.com/grumpycoders/pcsx-redux)'s work with pcsx-redux and various tools, which will provide us with:
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* A way to compile the code with a modern version of GCC
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* An emulator with a lot of debugging features
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### Let's do it !
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* On MacOs, a brew installation script can be found [here.](https://github.com/grumpycoders/pcsx-redux#macos)
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* On windows, either follow the [instructions here](https://github.com/grumpycoders/pcsx-redux#windows), or install WSL2 and [Ubuntu 20.04](https://www.microsoft.com/en-gb/p/ubuntu-2004-lts/9n6svws3rx71?activetab=pivot:overviewtab) then launch a GNU/Linux terminal, then proceed with the following instructions.
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* Alternatively on Windows, if you don't care about compiling pcsx-redux, you can skip steps 1 and 3, get the latest precompiled toolchain from here : [http://static.grumpycoder.net/pixel/mips/](http://static.grumpycoder.net/pixel/mips/), unzip it somewhere and [add the `bin` folder to your PATH](https://stackoverflow.com/questions/44272416/how-to-add-a-folder-to-path-environment-variable-in-windows-10-with-screensho#44272417). Then go on with steps 4 and 5.
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* Alternatively on Windows, if you don't care about compiling pcsx-redux, you can skip steps 1, 3 and 4, get the latest precompiled toolchain from here : [http://static.grumpycoder.net/pixel/mips/](http://static.grumpycoder.net/pixel/mips/), unzip it somewhere and [add the `bin` folder to your PATH](https://stackoverflow.com/questions/44272416/how-to-add-a-folder-to-path-environment-variable-in-windows-10-with-screensho#44272417). Then go on with steps 6 and 6.
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1. Install the needed software packages ( aka dependencies in Linux world ) :
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* To be able to build PsyQ code, you only need the MIPS toolchain :
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```bash
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sudo apt-get install gcc-mipsel-linux-gnu g++-mipsel-linux-gnu binutils-mipsel-linux-gnu
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```
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* If you want to compile pcsx-redux, you need a few more packages :
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```bash
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sudo apt-get install -y git make pkg-config clang g++ libfreetype6-dev libavcodec-dev libavformat-dev libavutil-dev libglfw3-dev libsdl2-dev libswresample-dev libuv1-dev zlib1g-dev
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```
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2. Clone the pcsx-redux repo :
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```bash
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git clone https://github.com/grumpycoders/pcsx-redux.git --recursive
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```
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3. Enter pcsx-redux folder:
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```bash
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cd pcsx-redux
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```
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4. Compile pcsx-redux :
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```bash
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make
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```
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If you encounter an error due to an old version of GCC (< 10) like something about `-fcoroutines`, then you can use **clang** ( min version 9) to compile `pcsx-redux` :
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```bash
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CC=clang CXX=clang++ LD=clang++ make
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```
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5. Get the converted [PsyQ 4.7 libs](http://psx.arthus.net/sdk/Psy-Q/psyq-4.7-converted-full.7z) :
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```bash
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wget http://psx.arthus.net/sdk/Psy-Q/psyq-4.7-converted-full.7z
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```
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6. Extract this archive to `[...]pcsx-redux/src/mips/psyq/`, adapting the path in the command below to the folder you cloned pcsx-redux in :
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```bash
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7z x -o./src/mips/psyq/ psyq-4.7-converted-full.7z
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```
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Your `pcsx-redux/src/mips/psyq/` directory should now contain an `include` and a `lib` folder with a bunch of files in each of them :
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```bash
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$tree ~/pcsx-redux/src/mips/psyq/
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.
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@ -103,86 +67,59 @@ $tree ~/pcsx-redux/src/mips/psyq/
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│ ├── ...
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│ └── libtap.a
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└── tree
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3 directories, 82 files
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```
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6. That's it ! After that you can check everything's working byt trying to compile some example code :
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7. That's it ! After that you can check everything's working byt trying to compile some example code :
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```bash
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cd src/mips/psyq/cube
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make
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```
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You should know have a 'cube.ps-exe' file in the folder. This is a PSX executable you can load with most emulators.
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## Embedding binary data in a ps-exe
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So, if you don't know it yet, the fun in PSX development is to be able to upload your exes on real hardware with a USB/Serial cable.
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This means that the data you'll use in your program ( graphics, sounds, etc.) will have to be embedded in your exe in a binary form,
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as you won't be able to stream them from the serial port.
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*Well technically you could load them in memory before uploading your exe or stream them from a cd, but let's keep things simple for now.*
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With our setup, this is quite easy !
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1. In `pcsx-redux/src/mips/common.mk` , add the lines :
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```mk
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# convert TIM file to bin
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%.o: %.tim
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$(PREFIX)-objcopy -I binary --set-section-alignment .data=4 --rename-section .data=.rodata,alloc,load,readonly,data,contents -O elf32-tradlittlemips -B mips $< $@
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# convert VAG files to bin
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%.o: %.vag
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$(PREFIX)-objcopy -I binary --set-section-alignment .data=4 --rename-section .data=.rodata,alloc,load,readonly,data,contents -O elf32-tradlittlemips -B mips $< $@
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```
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If you pay attention, you can see that's the same command, but for different file types. TIM files are bitmap images and VAG is the sound format used in this example.
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Each time you'll want to add a file type, just duplicate and change `%.vag` to `%.filetype`
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Then, in your project folder, copy the makefile from the cube example :
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```bash
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mkdir new_project && cd new_project
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cp ../cube/Makefile ../
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```
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All you have to do now is add the files you wish to embed to the SRCS variable, without forgetting the \ :
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```bash
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SRCS = main.c \
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../common/crt0/crt0.s \
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file_to_embed.ext \
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```
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2. So this part takes care of converting our data to binary. Now to access them from your program, just use this in your sources :
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```c
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extern ulong _binary_filename_extension_start[];
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extern ulong _binary_filename_extension_end[];
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extern ulong _binary_bowsht_tim_length[];
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```
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The filename variable must begin with `_binary_` followed by the full path of your file, with . and / replaced by _ (underscore), and end with `_start[];` or `_end[];` or `_length[];` [source](https://discord.com/channels/642647820683444236/663664210525290507/780866265077383189)
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`_start` and `_end` are pointers, while `_length` is a constant.
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That's it! When you'll type `make` next time, it should convert your files to .o, then include them in your ps-exe.
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## Compiling the examples in this repo
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All you have to do is uncomment the corresponding rules in `Makefile` then compile with `make`.
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# Links and Doc
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* [Getting started with PSX dev](https://psx.arthus.net/starting.html)
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* [PsyQ docs](http://psx.arthus.net/sdk/Psy-Q/DOCS/)
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* [Ps1 dev links](https://ps1.consoledev.net/)
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* [psxdev.net](http://psxdev.net/)
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* [psxdev Discord](https://discord.com/invite/N2mmwp?utm_source=Discord%20Widget&utm_medium=Connect)
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# Credits, thanks, hugs
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Everything here was learnt from some more talented persons, mainly but not excluding others that hang around on the [psxdev discord](https://discord.com/channels/642647820683444236/642848627823345684)
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Nicolas Noble, Lameguy64, NDR008, Jaby smoll seamonstah, danhans42, rama, sickle, paul, squaresoft74, and lot mores !
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