PS2 under Cygwin

Discuss the development of software, tools, libraries and anything else that helps make ps2dev happen.

Moderators: cheriff, Herben

charliee1151
Posts: 24
Joined: Fri Dec 07, 2007 5:55 am

Post by charliee1151 »

Success! I have successfully started from scratch, re-installing legacy Cygwin, the PS2toolchain, some source code, compiled and created an EFL file, uploaded it to the PS2, and ran it!

Quite a learning experience, this was!

Thanks to all who helped. I'll be back with questions when I start upgrading to current Cygwin.

And I'm running....


Thanks again,
Charlie
charliee1151
Posts: 24
Joined: Fri Dec 07, 2007 5:55 am

Post by charliee1151 »

Update:
I've verified that the legacy Cygwin installs and works properly with the PS2ToolChain on multiple computers. Also, I have created a "self-contained" CD that allows me to install Cygwin, install the toolchain, compile code, upload it to the PS2 using ARMAx, and execute it on the PS2. Since I can't use SVN, a lot of the install is done manually, but I have written myself an extensive set of step-by-step instructions that go from a complete "barren" machine to full PS2 ELF production. This is how I was able to check it on the various machines.

As for the current Cygwin, I am fairly confident I have identified the cause of the "haifa-sched" problem. I will be working on it this week.

And I'm running....

Charlie
exfacter
Posts: 3
Joined: Mon Jan 14, 2008 7:07 pm

Post by exfacter »

Congrats! I just got my hardware setup, and am about to go through your experiences in setting up a dev env as well.

Your attention-to-detail is likeable. ;) If you post your step-by-step guide somewhere, let us know!
charliee1151
Posts: 24
Joined: Fri Dec 07, 2007 5:55 am

Post by charliee1151 »

I'm not exactly sure HOW to publish it. As I said, I've got it all on CD, right down to the "type this:" level of step-by-step instructions. But it's a lot of stuff, as I have included all the necessary legacy Cygwin files, the toolchain files, the sample source code files, and those custom files that allow you to upload and run your PS2 program. I've got it for ActionReplay, and I am working on instructions for CodeBreaker. (Mod's note: If I can't mention them, feel free to edit as needed) But I am not sure what to do with it, other than use it for testing the installation on other machines. Perhaps an email?? Or multiple posts in a new (sticky?) thread?

I'm also working on the current Cygwin's incompatibility with the toolchain files; there is more than one issue (not just the "haifa-sched"), including such things as C vs C++ compiling, code block size, sequential vs parallel compiling, and even the sequence of the sequential compiling(!). Not to mention the "standard" problems of patching and configuring the new support files. My hat is off to those who did this originally!

I'm still running....just a bit slower.

Charlie
charliee1151
Posts: 24
Joined: Fri Dec 07, 2007 5:55 am

Post by charliee1151 »

I put a zip file at:

http://www.racevb6.com/PS2/PS2Cygwin/PS2Cygwin.zip

It will help get you started with PS2 and legacy Cygwin.

Charlie
charliee1151
Posts: 24
Joined: Fri Dec 07, 2007 5:55 am

Post by charliee1151 »

First level success!
I have successfully compiled the standard "hello world" source code under the current version minimum install of Cygwin (1.5.25), using the PS2 toolchain dated 20070830, on a reduced functionality GCC.

I will be testing the resultant ELF file on the PS2 in the near future; however, doing a binary compare with a known working ELF (made on Cygwin 1.5.18) showed only those differences that appeared to be related to the directory structure of the two different installs.

Keeping my fingers crossed!

Charlie

Edit: I found out that my current setup only works under a specific installation. I could not install onto another machine using a different directory structure. Obviously, I have a bad path or filename someplace.

And I'm running...
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