Configuring C::B for Psy-Q

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CosmoGuy
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Configuring C::B for Psy-Q

Post by CosmoGuy » August 25th, 2013, 6:36 am

Hi :D

I need a bit help.
The problem is, that i want ot set up Psy-Q as a compiler set in IDE.
I choose Code::Blocks because it is very flexible and comfortable, for an open source and fast practical IDE.
Specially, when i want to do on VirtualPC, with PSXDEV's WinXP image. I don't think VisualStudio would run as fast on VPC as on my normal desktop but nvm that.
I don't now if you are actually using that IDE but thi isn't important at all.
The problem is, by the commands which are called to build single file, many files or whole project.
I did the set up, added another compiler and named it, then added few EXE files from psyq\bin folder, exactly like here:
[i called ccpsx.exe in cmd to know basic build apps, because in psyq there is NO DOCUMENTATION about what-is-what in bin folder [the compiler main stuff]]

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btw i dont really know about PSYLIBD, what is this doing. I suggested by name it is used for dynamic libs i guess so i added it anyway...

As you can see i guess everything is ok [directories for things like headers and libs are added too but there's no need to upload this i guess...] and well configured.
So now, when i'm trying to make an empty project, and choose psyq compiler of course:

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And then, build it of course [build options are with Psy-Q compiler]

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Erorrs are anyway, when i add custom makefile [from hiworld example, and this is the code of the hiworld anyway] and i think it is needed for every project [but when i make the proper settings i can make template by it, so makefaile will be auto-added to every new one...]

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Here I THINK i know the solution [errors says all, arguments are like for g++/gcc]

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In build options [but only for a project, not the global one for compiler] there's option to add own command for building, as you can see... and i guess thats the problem, i simply cant make proper setting for building [calling psymake or ccpsx... or i dont know...]. Could somebody help? I'd upload configuration of course.

PS: It'd be really great to make config for Build'n'Run by pasting some command to run ePSXe with -nogui argument and freshly compiled *.EXE file :)
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CosmoGuy
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Re: Configuring C::B for Psy-Q

Post by CosmoGuy » October 7th, 2013, 10:24 pm

I made that post long time ago, and few days later i gave up the idea...

Anyway i found some very comfortable solution for making psx code,like in some native IDE.
Anyone who has Virutal Machine downloaded from http://www.psxdev.net/help/virtual_machine.html
can use this config to have stuff made like that:
Image

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Btw to use option "Run in ePSXe", emulator has to be configurated, and bios should exist in directory "C:\ePSXe190\bios\SCPH7502.BIN". Also emulator has to be in "C:\ePSXe190\ePSXe.exe".
That toolset works only when user will Create new project file in Programmer's Notepad, otherwise they won't be vsible and usable.

Here is the config file to download:
UserTools.xml

Paste it in "C:\Documents and Settings\PSX\Application Data\Echo Software\PN2"


happy coding everyone :)
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Re: Configuring C::B for Psy-Q

Post by t0rxe » October 7th, 2013, 11:38 pm

Awesome :D
"Nostalgia isn't a big enough word to describe the PlayStation from my eyes"

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Re: Configuring C::B for Psy-Q

Post by CosmoGuy » October 9th, 2013, 2:33 am

t0rxe wrote:Awesome :D
Thank you very much :) This isn't big thing but i wanted little bit comfortable way [phptoshop, and 3d apps behind many opened folders and cmds, can slow down system sometimes].
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Re: Configuring C::B for Psy-Q

Post by t0rxe » October 9th, 2013, 12:18 pm

CosmoGuy wrote:
t0rxe wrote:Awesome :D
Thank you very much :) This isn't big thing but i wanted little bit comfortable way [phptoshop, and 3d apps behind many opened folders and cmds, can slow down system sometimes].
Your computer has a lot more power than what Sony had at the time. How do you think they did this in ~1994? :shrug
All I know is to make Crash Bandicoot, they had several 'high end' systems with maxed out RAM to render the 3D scenes. Even with all that power, it took 12+ hours to render a level iirc. Point being, they had multiple computers to do every little task.

More here: http://all-things-andy-gavin.com/2011/0 ... ot-part-1/
"Nostalgia isn't a big enough word to describe the PlayStation from my eyes"

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Re: Configuring C::B for Psy-Q

Post by gwald » February 5th, 2016, 10:24 am

I didn't see this thread before, but over the weekend I got C::B working on my NY tool chain.
It's similar to how I did it.

The hacky way of doing it was just using gcc -c *.c
http://www.youtube.com/watch?v=3JlMLErGTcY

Then I got it working with separate gcc and ld commands
http://www.youtube.com/watch?v=uYxN3EOJcYc

C:B is a really great IDE


PS: that crash bandicoot article has a lot of PSXDEV nuggets :mrgreen:


Update: 19-feb
I notice CB has TTY support in the Project -> properties window.
I haven't tried it with the NY.. but good chance it would work! Not sure if I will use it as my Virtual Box doesn't work with the com1 :(

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Re: Configuring C::B for Psy-Q

Post by Dedok179 » May 9th, 2019, 7:07 pm

Please update tutorial images

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Re: Configuring C::B for Psy-Q

Post by gwald » May 17th, 2019, 11:21 am

:cringe:
I used C::B for a while and went back to eclipse (CDT C/C++) via makefile, but whatever you feel best coding in, use that!
Beside, this stuff now is kinda old now, there's been alot of new tools working better then the OG NY DOS compiler or even homebrew stuff :D

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Re: Configuring C::B for Psy-Q

Post by PinAlan » May 30th, 2019, 9:23 am

Yeah, in short, modern solutions for a modern problem.

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