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How to configure Code::Blocks to work with PSXSDK?
Posted: June 1st, 2013, 10:20 pm
by CosmoGuy
Hi
Did anyone tried to do that?
The IDE is very flexible so it's possible probably. Unfortunately i don't know how to set up such exotic compiler stuff like PSYQ in C::B.
Sorry for such a n00bish question but i want to have better conditions to code.
If anyone know how to do that, reply here.
Regards, CosmoGuy

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Re: How to configure Code::Blocks to work with PSXSDK?
Posted: June 20th, 2013, 10:19 pm
by bizarro2011
I use the code block as editoor (he's very good)
I compile in prompt
Re: How to configure Code::Blocks to work with PSXSDK?
Posted: December 6th, 2020, 7:19 am
by MrPixel92
You can make a .bat file, which executes commands necessary for compilation(psymake, cpe2x).
And you might need to, somehow, make C::B to run it. Or, you can run it manually, which still speeds up developement.
Re: How to configure Code::Blocks to work with PSXSDK?
Posted: March 1st, 2025, 11:33 am
by gwald
I would suggest learning Makefiles and getting your IDE to launch make.
Re: How to configure Code::Blocks to work with PSXSDK?
Posted: May 16th, 2025, 5:28 pm
by Administrator
gwald wrote: March 1st, 2025, 11:33 am
I would suggest learning Makefiles and getting your IDE to launch make.
Not sure who uses Code::Blocks nowadays. Would be ideal to use a proper modern IDE such as Visual Studio Code and setup an SDK within it.
https://github.com/NDR008/VSCodePSX