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Author Topic: Dev-cpp + Mingw + Openxdk  (Read 115 times)

openxdkman

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Dev-cpp + Mingw + Openxdk
« on: August 02, 2007, 01:44:00 AM »

I suggest you give a chance to Developper's Notepad 2. (see link at bottom of pbKit changelog)
That thing may seem to be ridiculous but it gives you the look'n feel of sophisticated integrated development environments...

I hope you will get answers from MinGW users. I'm not one of them.

As every Cygwin users I suffered the loss of time installing it.
However I could successfully burn it all on a DVD-R, and find a quick procedure to reinstall it at will on new computers in less than 30mn. So it should be only a 1 time pain. (see link at bottom of pbKit changelog)
However, Cygwin seems to be the winner because most projects use it as a standard common starting base.
Also the fact that the win32 exe you can create with Cygwin just needs a cygwin1.dll pleased many.
And so, most console toolchains suggested Cygwin as a first try.

Main is located in openxdk library and does very essential things. Then it calls XBoxStartup.

You can do this to keep compatible source :


#ifdef ENABLE_XBOX
int XBoxStartup(void)
#else
int main(void)
#endif
{

You can recompile OpenXDK libraries at will and change its behaviour (so you can get parameters in main). If you post interesting source changes in this forum, there is a chance it will become officially part of OpenXDK (I'm not member of the team who maintains OpenXDK, but I know they read this forum).


extern "C" asks compiler to use the entry points naming convention of C and not C++, for easier linking.


I think the main interest of a modded console is that you have a large installed base (let's say 10 millions for xb1, with more than half modded) with identical sound and graphics hardware.
So homebrew on console allows developper to invest time in nice multimedia code immediately ready to run on the large installed base. So you will end up not just porting C sources, but optimizing sound and graphics... normally...

I understand porting SDL based stuff seems to be exciting...
But I spent 9 months bringing legal low level optimized graphic hardware acceleration. Please try it once (see pbKit Demo04).

Current SDL support in OpenXDK is not hardware accelerated.
(Hardware acceleration brought by pbKit is very recent : Early 2007)

Just porting won't make homebrew shine a lot...
To convince politics that homebrew doesn't deserve blind raids, we need public support. To get public support we need to bring them free, pleasant, legal, high quality, hardware optimized homebrew...
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cricri_pingouin

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Dev-cpp + Mingw + Openxdk
« Reply #1 on: August 02, 2007, 02:52:00 AM »

Thanks for the comprehensive answer  cool.gif

I might download CygWin again then. Even if it takes time, I can let it download in the background. I'm sure I've seen a thread at some point listing the CygWin modules which are required to compile, I'll try to dig it out and install the minimum listed. I already uninstalled the XDK and VS2K3.

>I suggest you give a chance to Developper's Notepad 2. (see link at bottom of pbKit changelog)
That thing may seem to be ridiculous but it gives you the look'n feel of sophisticated integrated development environments...


Got it, will try when I get home smile.gif

I hope you will get answers from MinGW users. I'm not one of them.

>Main is located in openxdk library and does very essential things. Then it calls XBoxStartup.

Alright, that's fine, I'll just call it XBoxStartup. I might use the define you suggested, neat idea. I'll just strip off the passed arguments as well.

>extern "C" asks compiler to use the entry points naming convention of C and not C++, for easier linking

Ah, right, I'll do that as well then. I never used it before.

>I understand porting SDL based stuff seems to be exciting...
But I spent 9 months bringing legal low level optimized graphic hardware acceleration. Please try it once (see pbKit Demo04).

Yes, I understand your point. I already fiddled with some DirectX examples, but I never programmed with DirectX even in Windows. The only games I ever programmed were 2D games where I'd do some blitting to a backbuffer, so it will take time for me to get anywhere close to exploiting fully OpenXDK I'm afraid sad.gif

>Just porting won't make homebrew shine a lot...

I get your point, but I don't think I'm good enough to make it shine anyway. After all, I never studied computer science (except some Pascal and ADA back in school!). In fact, I'm getting pissed each time someone tells me "yeah, but you're a programmer/software developer" at work, because that's not what I studied, and I only use an IDE as a tool to develop concepts.

Besides, I can't think of a project to start from scratch. I consider myself as an old school gamer, and I always preferred 2D games anyway: fun before eye candy! I'd take Super Mario World over the latest PS3 3D platform game filled up with eye candy any day! That's why 2D SDL game engines recreations are particularly appealing to me.
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openxdkman

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Dev-cpp + Mingw + Openxdk
« Reply #2 on: August 02, 2007, 04:18:00 AM »

Try Demo03 then, it's a Q*Bert remake. Just focus on the simple functions that allow you to display 2D sprites (at maximal speed). Keep the structure and change everything else gradually.
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