124 lines
4.4 KiB
Markdown
124 lines
4.4 KiB
Markdown
# Nolibgs Hello Worlds !
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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.
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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
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For this we'll rely heavily on grumpy-coder' s pcsx-redux, 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 windows, install WSL2 and Debian then launch a GNU/Linux terminal
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1. Install the needed software packages ( aka dependencies in Linux world ) :
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```bash
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sudo apt-get install -y git make pkg-config clang-10 g++-9 gcc-mipsel-linux-gnu g++-mipsel-linux-gnu binutils-mipsel-linux-gnu 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. Compile pcsx-redux :
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```bash
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cd pcsx-redux && ./configure && make
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```
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4. Get the converted PsyQ 4.7 libs :
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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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5. Extract to [...]pcsx-redux/src/mips/psyq/ :
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```bash
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7z x -o/pcsx-redux/src/mips/psyq/
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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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```bash
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cd pcsx-redux/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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# 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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