engine
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Re: engine
I apologize for making assumptions, particularly that the download was the same one at time I used that same thread.
"Last edited by Team Xlink on Sun Jul 11, 2010 6:55 pm, edited 15 times in total." --- Sigh
He changed it!!!!!! And it isn't the same as it was.
sniper ...
Actually you have to do this stuff BEFORE you can compile ....
Then you go to the Kurok directory.
Here is what I believe happened. I think Team Xlink initially uploaded a download that included the Kurok engine source code. Then later he broke it into a separate step and edited the tutorial at some point.
Anyway, I wanted to see what was up with your problem and I re-downloaded the whole thing only to discover it didn't have the layout that mine had back in early 2010 or late 2009 or whenever it was.
You will need to complete the above steps in the tutorial BEFORE you can compile.
"Last edited by Team Xlink on Sun Jul 11, 2010 6:55 pm, edited 15 times in total." --- Sigh
sniper ...
Actually you have to do this stuff BEFORE you can compile ....
- Code: Select all
------------
Kurok PSP
-------------
-------------
Step One:
-------------
Useing an SVN client, such as Tortoise SVN
Go to this Link
http://bladebattles.com/kurok/SVN/
Then export it to this directory
Main Parition You Installed Cygwin On:/Cygwin/home/user/kurok
-------------
Step Two:
-------------
This is the error you will get eventually:
Code:
../psp/video_hardware.cpp:39:38: error: m33libs/include/kubridge.h: No such file or directory
The source code calls for files that are in the wrong spot.
Navigate to this directory in your Kurok folder:
Code:
\psp\m33libs
Make two new folders one named:
Code:
lib
And the other named:
Code:
include
Add this file to the " lib" folder:
Code:
libpspkubridge.a
Add this file to the include folder:
Code:
kubridge.h
--------------------------------------------
You could now try to compile Kurok
Once again it will give you errors.
--------------------------------------------
--------------
Step Three:
--------------
You will get this error:
Code:
../psp/video_hardware.cpp:220: error: 'INT_MAX' was not declared in this scope
To fix that error:
Open up
Code:
video_hardware.cpp
At the very top of the file insert this code:
Code:
#include <limits.h>
What this does is it includes limits.h
Limits.h is not a file that is in your kurok source directory.
Basically it is required to declare
Code:
INT_MAX
---------------------------------------
You could try to compile it now.
If you do you will get errors:
---------------------------------------
-------------
Step Four:
-------------
You will get this error:
../psp/network_psp.cpp:154: error: cannot convert 'char*' to 'SceNetApctlInfo*'
for argument '2' to 'int sceNetApctlGetInfo(int, SceNetApctlInfo*)'
Replace This code:
Code:
if (sceNetApctlGetInfo(8, szMyIPAddr) != 0)
strcpy(szMyIPAddr, "unknown IP address");
With this code:
Code:
if (sceNetApctlGetInfo(8, (union SceNetApctlInfo*)szMyIPAddr) != 0)
That is the End of the Kurok PSP Version
-----------------------------------------
Time for the Quake PSP Version
Then you go to the Kurok directory.
Here is what I believe happened. I think Team Xlink initially uploaded a download that included the Kurok engine source code. Then later he broke it into a separate step and edited the tutorial at some point.
Anyway, I wanted to see what was up with your problem and I re-downloaded the whole thing only to discover it didn't have the layout that mine had back in early 2010 or late 2009 or whenever it was.
You will need to complete the above steps in the tutorial BEFORE you can compile.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: engine
i thought kurok was the name of the engine so i navigated to my engine?
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: engine
and i dled the kurok engine from there is that what your trying to say?
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: engine
nvm its because i manually dlled all the svn files and i missed the m33 lib folder then i used turqouise and re dled and yes it compiled and got the error and now im oging to read the tutorial and see if i can get it to compile properly
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: engine
edit i got an error that isnt in the tutorial...
- Code: Select all
AKASH@AKASH-HP ~/kurok/psp
$ make -f makefilenormal
clipping.cpp
../psp/clipping.cpp: In function 'bool quake::clipping::is_clipping_required(con
st glvert_s*, size_t)':
../psp/clipping.cpp:242: warning: unused variable 'temp'
../psp/clipping.cpp: In function 'void quake::clipping::clip(const glvert_s*, si
ze_t, const glvert_s**, size_t*)':
../psp/clipping.cpp:398: warning: deprecated conversion from string constant to
'char*'
video_hardware.cpp
../psp/video_hardware.cpp:30:38: error: m33libs/include/kubridge.h: No such file
or directory
../psp/video_hardware.cpp: In function 'void VID_Init(unsigned char*)':
../psp/video_hardware.cpp:154: warning: deprecated conversion from string consta
nt to 'char*'
../psp/video_hardware.cpp:160: warning: deprecated conversion from string consta
nt to 'char*'
../psp/video_hardware.cpp:165: warning: deprecated conversion from string consta
nt to 'char*'
../psp/video_hardware.cpp:170: warning: deprecated conversion from string consta
nt to 'char*'
../psp/video_hardware.cpp:255: error: 'INT_MAX' was not declared in this scope
../psp/video_hardware.cpp:267: warning: deprecated conversion from string consta
nt to 'char*'
../psp/video_hardware.cpp: In function 'void SCR_ScreenShot_f()':
../psp/video_hardware.cpp:515: warning: deprecated conversion from string consta
nt to 'char*'
../psp/video_hardware.cpp:554: warning: deprecated conversion from string consta
nt to 'char*'
make: *** [normal/psp/video_hardware.o] Error 1
AKASH@AKASH-HP ~/kurok/psp
$
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: engine
Navigate to your kurok/psp folder (doesn't matter if you use Windows Explorer or Cygwin, Explorer is easier).
Make a kurok/psp/m33libs/include directory and find kubridge.h and put it in there. That'll eliminate that specific error.
Make a kurok/psp/m33libs/include directory and find kubridge.h and put it in there. That'll eliminate that specific error.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: engine
there is already a folder like that and the file...
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: engine
sniperz227 wrote:there is already a folder like that and the file...
Open video_hardware.cpp ... find the statement that says something like #include "kubridge.h" and post that statement here and I can tell you what is going on.
It is easy to fix, but I need to know how that statement goes ...
NEVERMIIND ... browsed the SVN ...
- Code: Select all
#include <algorithm>
#include <cstddef>
#include <pspdisplay.h>
#include <pspgu.h>
#include <pspgum.h>
#include <pspkernel.h>
#include <pspdebug.h>
#include "m33libs/include/kubridge.h"
The double quotes means that this is relative to the file doing the include, which is video_hardware.cpp in the kurok/psp folder.
Cygwin is case-sensitive (so is the PSP! The PSP runs a Linux-derived variant!) ... your kurok/psp folder must have a subfolder m33libs/include so the entire folder is kurok/psp/m33libs/include with kubridge.h in there. The path must be all lower case.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: engine
kk thanks it finished compiling and now im wondering if i wanted to add the engine stuff to my psp kurok source what file would i have to take? like in qc how you transfer the progs.dat file for your qc code what would i do for the engine code? thanks a lot for taking time out of your day to help me and being patient
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: engine
ignore that found it its the eboot in the normal file (stupid me )
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: engine
sniperz227 wrote:kk thanks it finished compiling and now im wondering if i wanted to add the engine stuff to my psp kurok source what file would i have to take? like in qc how you transfer the progs.dat file for your qc code what would i do for the engine code? thanks a lot for taking time out of your day to help me and being patient
Well ... the first step is getting it running like normal. You got USB to PSP cable right (plugging that in operates just like Flash drive, but you have to find the option in the PSP (and I don't have it available)? I am operating on the assumption you have hacked firmware.
I can't exactly remember the folder, but it is something like games150 or some such thing ... I don't have my PSP available right now. And my PSP model is Phat PSP.
(Any of the existing PSP modders could easily answer those questions.)
But long story short, you need to run your compiled engine with Kurok game data successfully before you do anything else. Go to Kurok site and get Kurok PSP version download and look at file structure and study the quake.commandline file in the main folder.
But the engine file is that PBP file. Sounds like you are definitely on the right track.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: engine
ye ive already done that ive even put in my own models and maps that why i wanted to get into engine so that i can change the main menu and add features in like spinting
. p.s would the normal eboot thing work on a slim ?
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: engine
At times, it is difficult to adequately convey additional information verbally and I defer to the traditional YouTube style response as handed down by my ancestors, and those before them, as indeed in my heritage for several hundred years we only had YouTube to pass on our wisdom ... thus it is today, like yesterday ...
http://www.youtube.com/watch?v=kq4ojUJ-jwE
http://www.youtube.com/watch?v=kq4ojUJ-jwE
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: engine
LOL kk so is that a yay on normal eboot working on slim or nay?
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: engine
sniperz227 wrote:LOL kk so is that a yay on normal eboot working on slim or nay?
It is my understanding that a "normal" eboot *should* work on slim. But I only have a "Phat PSP" so I haven't tried a normal build on a Slim PSP and I like to have first person experience with something to make a comment on it and in this case I don't.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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