Psy-Q on x64 system? [Arch Linux/Windows 8.1]
Psy-Q on x64 system? [Arch Linux/Windows 8.1]
I am looking to give PlayStation development a go, and try out PsyQ. I have some experience with XNA (C#), Android (Java), as well as some assembly (exclusively the for 65C816 of the SNES); so I am fiarly confident I will be fine once I get the toolchain up and running.
However, that is where the problem begins. Tutorials I have come across are ether outdated, require a VM, or don't address a 64-bit Linux or Windows system. I have 2 SSDs, one with Arch Linux x64, and Windows 8.1 Pro x64. Having seen the PSIO, and getting way too excited for my own good, I am fine with either a Linux, or Windows-based solution.
Any pointers or assistance is appreciated.
However, that is where the problem begins. Tutorials I have come across are ether outdated, require a VM, or don't address a 64-bit Linux or Windows system. I have 2 SSDs, one with Arch Linux x64, and Windows 8.1 Pro x64. Having seen the PSIO, and getting way too excited for my own good, I am fine with either a Linux, or Windows-based solution.
Any pointers or assistance is appreciated.
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Verified
- Legendary Programmer
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- PlayStation Model: Net Yaroze
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I made a tutorial on how to develop on Windows 7 64bits, see the link below (in my signature)
Retro game development on Playstation and other consoles http://orionsoft.free.fr/
Thanks for the guide. I'll post if I get it running.Orion_ wrote:I made a tutorial on how to develop on Windows 7 64bits, see the link below (in my signature)
Alright, got psyq up and going mostly. Though I am curious on one more thing: Is it possible to get it to work with Visual Studio [Express] 2013? I use Notepad++ and cmd and, while I'm used to that, I would like to use a proper IDE as this isn't a web language, or ASM.
- Dedok179
- Serious PSXDEV User
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- I am a: Programmer, Beginning reverser
- PlayStation Model: SCPH-5502
- Discord: Dedok179#2632
- Location: Tula,RU
What could be the problem? Compilation test on Win 8.1. cpppsx is in the bin folder. All paths are correct. I compile via ccpsx
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Shadow Verified
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Are you using a 32-bit system?
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
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LameGuy64 Verified
- Psy-Q Enthusiast
- Posts: 388
- Joined: Apr 10, 2013
- I am a: Hobbyist Game Developer
- Motto: Commercial or not, play it!
- PlayStation Model: H2000/7000
- Location: Philippines
- Contact:
Grab the Programmers Tool SDK ISO from the downloads page as that is a cleanest distribution of the SDK you can find. It also comes with all 32-bit copies of the toolchain (ccpsx, psylib and psylink), though psymake is still offered as a 16-bit DOS applcation. You can use make from Msys2 instead and is much more up to date and powerful than psymake. You just need to replace cpe2x with the 32-bit version from Orion and update the runtime libraries to 4.7.
Many of the command line tools for graphics and sound are only available as 16-bit programs unfortunately, but bmp2tim can be replaced with img2tim which gives you much better control over transparencies and supports various image formats among other things.
Many of the command line tools for graphics and sound are only available as 16-bit programs unfortunately, but bmp2tim can be replaced with img2tim which gives you much better control over transparencies and supports various image formats among other things.
Please don't forget to include my name if you share my work around. Credit where it is due.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
- Dedok179
- Serious PSXDEV User
- Posts: 86
- Joined: Jun 11, 2015
- I am a: Programmer, Beginning reverser
- PlayStation Model: SCPH-5502
- Discord: Dedok179#2632
- Location: Tula,RU
I'm under 32 bis, everything is fine, I have been working with it for years. I want to run all this on a 64 bit system.LameGuy64 wrote: ↑July 31st, 2019, 7:47 pm Grab the Programmers Tool SDK ISO from the downloads page as that is a cleanest distribution of the SDK you can find. It also comes with all 32-bit copies of the toolchain (ccpsx, psylib and psylink), though psymake is still offered as a 16-bit DOS applcation. You can use make from Msys2 instead and is much more up to date and powerful than psymake. You just need to replace cpe2x with the 32-bit version from Orion and update the runtime libraries to 4.7.
Many of the command line tools for graphics and sound are only available as 16-bit programs unfortunately, but bmp2tim can be replaced with img2tim which gives you much better control over transparencies and supports various image formats among other things.
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LameGuy64 Verified
- Psy-Q Enthusiast
- Posts: 388
- Joined: Apr 10, 2013
- I am a: Hobbyist Game Developer
- Motto: Commercial or not, play it!
- PlayStation Model: H2000/7000
- Location: Philippines
- Contact:
I have the compilers fully working in 64-bit Windows 7.
Please don't forget to include my name if you share my work around. Credit where it is due.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
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LameGuy64 Verified
- Psy-Q Enthusiast
- Posts: 388
- Joined: Apr 10, 2013
- I am a: Hobbyist Game Developer
- Motto: Commercial or not, play it!
- PlayStation Model: H2000/7000
- Location: Philippines
- Contact:
Get it from the Programmers Tool CD 2.2 ISO in the Downloads page. That one has the copy of the toolchain that is all 32-bit.
The Programmers Tool CD is more or less PsyQ but several magnitudes cleaner and more organized.
The Programmers Tool CD is more or less PsyQ but several magnitudes cleaner and more organized.
Please don't forget to include my name if you share my work around. Credit where it is due.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
I was too lazy to do the above so went old school and use the full 16bit compilers etc all in dosbox. It isnt pretty but works well and I have external scripts to open dosbox and compile and exit again.
Nowhere near as elegant as running it natively on a modern machine, but I work on Linux so was the easiest way so I didnt have to use Wine etc.
Nowhere near as elegant as running it natively on a modern machine, but I work on Linux so was the easiest way so I didnt have to use Wine etc.
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NITROYUASH Verified
- Serious PSXDEV User
- Posts: 124
- Joined: Jan 07, 2018
- I am a: Game Designer
- PlayStation Model: SCPH-5502
- Location: Russian Federation
- Contact:
- Dedok179
- Serious PSXDEV User
- Posts: 86
- Joined: Jun 11, 2015
- I am a: Programmer, Beginning reverser
- PlayStation Model: SCPH-5502
- Discord: Dedok179#2632
- Location: Tula,RU
The problem was in .ini file, I forgot to change the path in it too. Now there is no problem with the build on a 64 bit system. The test was a success.NITROYUASH wrote: ↑August 1st, 2019, 3:10 am This Russian guide help me to compile under the WIN7x64 OS
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If its any use to anyone, I've managed to get PSYQ to compile in Windows X64, better still I've written a program that lets you simply double click on the .MAK file to create the .CPE file, then double click that to create the PSX exe, so there is no need for command line, there is also no need for enviromental variables, these are setup tempoarily whilst the program is running, so effectively the program is portable.
To get it to work I used OTVDM from the following link...
http://www.columbia.edu/~em36/otvdm.html
Happy to share this software if anyone wants it or feels it could be useful. Picture below.
To get it to work I used OTVDM from the following link...
http://www.columbia.edu/~em36/otvdm.html
Happy to share this software if anyone wants it or feels it could be useful. Picture below.
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