Sony PSP Quake compile instructions (request)
Sony PSP Quake compile instructions (request)
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.
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.
Last edited by Sisah on Fri Feb 04, 2011 11:01 am, edited 1 time in total.
These 2 links after Googling PSPDEV look helpful:
http://www.dcemu.co.uk/vbulletin/showthread.php?t=9544
http://forums.qj.net/archive/index.php/t-6343.html
http://www.dcemu.co.uk/vbulletin/showthread.php?t=9544
http://forums.qj.net/archive/index.php/t-6343.html
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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Last edited by Sisah on Fri Feb 04, 2011 11:01 am, edited 1 time in total.
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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.
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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