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Blade Libs + MIPSGCC + Jum SDK

Posted: November 7th, 2018, 3:22 pm
by gwald
Continuing from http://www.psxdev.net/forum/viewtopic.php?f=62&t=1630
I didn't want to take that thread so off topic,
Shadow wrote: November 7th, 2018, 12:19 pm The Blade libs were way before the PSXSDK. They are very old. Off the top of my head, I think Rob Withey coded them in the mid-nineties. People would usually use "Blade Libs + MIPSGCC + Jum SDK", but everyone these days just uses Psy-Q.
As much as I like the Net Yaroze stuff :roll:, I'd like to get away from the Sony stuff.
PSXSDK is fine for 2D but I like 3D which is missing, so blade + Jum (SPU) libs is interesting to me.

I found Blade Libs here: http://www.candu.co.uk/psx/
The 3d.c looks interesting, it even has it's own GS implementation and libps.a!
Anyone tried it out?

And, I found Jum's site:
http://jum.pdroms.de/

Shadow, do you know where to get the mipsgcc toolchain?
I guess it's the same as PSXSDK's right?

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: November 8th, 2018, 3:18 am
by brill
mipsgcc

Mirror by PSXDEV.NET: http://psxdev.net/downloads/mipsgcc.zip (edited in and added by Shadow)

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: November 8th, 2018, 8:56 am
by gwald
brill wrote: November 8th, 2018, 3:18 am mipsgcc
excellent! thank you!

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: November 10th, 2018, 2:49 am
by brill
gwald, bladesdk is pretty buggy
it can't run PS-EXE directly from burned disk on ps1 (but work on ps2, yeah, strange glitch)
you will need to use a loader, after which the main.exe is launched
I warned!

bladesdk v1.2 full

loader search here - http://www.candu.co.uk/psx/
Candu's BladeLib Launcher

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: November 11th, 2018, 11:10 pm
by gwald
Cool, strange 'bug', thanks for the info!
Hopefully I'll have time to look at it in some detail next week.

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: November 16th, 2018, 3:50 pm
by Xavi92
Actually, thanks to Kannagi's LMP3D, PSXSDK has some preliminary 3D support. I encourage you to check it out before discarding it.

Also, Blade libs are old, unmantained and broken. Even if not under heavily active development, nextvolume releases some updates for PSXSDK from time to time. I even created my own fork as well, where I included some experimental features e.g.: multi-thread support.

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: November 16th, 2018, 5:56 pm
by gwald
I haven't discarded PSXSDK!!! lol
I actually downloaded your repo and compiled it with the old psxsdk/msy compiler at the start of the week.
A bit busy at the moment doing a few things, but I'm looking forward to looking into it more.
Saying that the blade 3D coding looks really impressive to me.. it's very GsLib with TMD primitives, of cause I don't know what works and what doesn't.

I didn't know about LMP3D thanks for that, pretty ambitious too!

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: October 29th, 2020, 5:07 pm
by brill
Finally, I got to the my DevStation and was able to figure out the reason for the hang when directly loading an executable file from disk (without a bootloader). So far I have only tested it on the XEBRA emulator without burning, but I think that there will be no problems with this. All that was required was to call the ResetEntryInt(); function at the beginning of the main() function.

It's strange that none of the many examples mentions this.

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: October 31st, 2020, 1:59 pm
by Xavi92
I'm glad you finally found the issue. But, after two years, new and better SDKs have been created. You should probably use one of them instead of Blade Libs. I have listed them on this thread.

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: November 4th, 2020, 3:09 pm
by Shadow
I'm so surprised to see these libs still being used, but if they work and you're comfortable with them then it's okay :)

Re: Blade Libs + MIPSGCC + Jum SDK

Posted: January 18th, 2023, 7:30 am
by Vergil
Thanks...I was looking for that mipsgcc stuff. Time to get coding