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Sony PSP Quake compile instructions (request)

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Sony PSP Quake compile instructions (request)

Postby Baker » Thu Jan 15, 2009 2:42 am

Can one of the Sony PSP compiling-capable engine coders post instructions on how this is done?

I've managed to accumulate a lot of downloads related to this and so far can't seem to make them work together.

I've got CygWin, MinGW g++ compilers, PSPSDK, the Kurok PSP Quake source code and as I understand it I actually even need 2 more items.
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Postby Sisah » Thu Jan 15, 2009 11:53 am

try download PSPDev for Win32 it contain everythink needed
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Postby Baker » Thu Jan 15, 2009 4:27 pm

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Postby Sisah » Thu Jan 15, 2009 7:12 pm

yeah its this what i use maybe newer version also i find that kurok source missing one file lightmaps.h and i must first comment out some lines but it work i have done your hl map tutorial with some bugs
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Postby muhu » Thu Jan 15, 2009 9:03 pm

This is where it all began. :twisted:
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Postby Downsider » Tue Jan 20, 2009 3:18 am

Just use Cygwin. It's the most complete and not insanely difficult to set up. You won't regret it, but you may if you use one of the other solutions.
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Postby Team Xlink » Fri Jul 17, 2009 6:14 pm

I assume you would like to know how to compile for the PSP because your the other engine coder at Solitude.

Well I will show you how I compile my engine at Solitude (I am the other engine coder at Solitude).

First find a tutorial online for installing Cygwin and the PSP Toolchain.
If you want I will upload my Cygwin with the PSP Toolchain.
It is typically a four hour install for the PSP Toolchain, so I would gladly upload it for you instead.

In c ase you didn't know this, the Kurok Source code SVN is missing a Source file called lightmaps.h. It also has a few other errors in there. So you will need to fix them first.

Then after you have all of that you just navigate to your source directory in Cygwin and go to the PSP directory then type make.
And the Eboot will start to be compiled.

Also the source files for PSP Quake and Kurok are setup weird the only file for GL is gl_warp_sin.h the rest are named and changed and combined to other files in the PSP directory.

Also, everyone at Solitude is wondering where you have been. We all know that you are active at other forums. If you didn't comeback because you couldn't compile the Engine, please comeback I will give you the stuff we are using to compile it. I mean you are one of the best Quake coders around we really need you.
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Postby Urre » Sat Jul 18, 2009 8:56 am

Wait, you both work on the same mod/game, but don't discuss these sorts of things internally?
I was once a Quake modder
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Postby Error » Sat Jul 18, 2009 9:08 am

seems a little silly to me too..... :?:
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Postby r00k » Sat Jul 18, 2009 4:37 pm

".you go over there and work for 6 months, I'll go over here and, this summer lets compare our results.." Can you imagine coding all that time and never hitting the build button? :P jk
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Postby Team Xlink » Sun Jul 19, 2009 11:02 pm

Baker has not been in contact with us for months now.

He hasn't been to the forums for it in months and we suspect he has left the project without warning.
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Postby MeTcHsteekle » Mon Jul 20, 2009 3:06 am

Baker is busy doing Baker stuff...thats not Quake Baker stuff

aka.;

Baker: Quick! To the Baker Mobile *dananananananan danananana BAKER!!! etc etc.*
bah
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Postby Downsider » Mon Jul 20, 2009 4:23 am

Funny how when I pictured that in my head Baker was Quakeguy and his Bakermobile was a computer moniter which he dove into.
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