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Post by ayan4m1 on Jan 23, 2006 5:35:53 GMT 1
Running the latest pspsdk and the latest zlib under cygwin... I'm having trouble compiling the 0.7.2 source... When compiling c68k the compiler segfaults... any ideas?
J'ai le dernier pspsdk et zlib sur cygwin... J'ai des problems avec le compilation du source 0.7.2... Quand on compile c68k, le compilateur segfaulte... qqn sais le problem?
EDIT: I'm trying to add netplay, by the way...
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Post by zelurker on Jan 23, 2006 8:21:35 GMT 1
Well if the compiler segfaults, then it's a compiler issue. You can probably work around it by changing its command line options, or revert to an older version if possible. For net play : good luck !!!
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Post by ayan4m1 on Jan 24, 2006 2:31:31 GMT 1
I managed to fix the segfault by overhauling the makefile, which doesn't even adhere to the latest pspsdk standards... Anyways, now I'm getting:
src/68k/c68k/c68kexec.c:113: error: invalid register name for 'PC' src/68k/c68k/c68kexec.c:114: error: invalid register name for 'CCnt'
Any ideas?
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Post by radius on Jan 24, 2006 3:38:01 GMT 1
j'avais aussi le prob de seg fault c'est passé en ajoutant une clé dans la base de registre (avec cygwin) regtool -i set /HKLM/Software/Cygnus\ Solutions/Cygwin/heap_chunk_in_mb 1024
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Post by ayan4m1 on Jan 24, 2006 4:10:44 GMT 1
Malheureusement, ca ne l'a pas fixé... tu est sûr que le clé est "Cygnus\ Solutions"?
EDIT: J'ai résolu mon prob... J'ai mis à jour mon libmad et puis il a compilé.
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Post by zelurker on Jan 24, 2006 8:01:07 GMT 1
C'est vraiment remarquable windoze, libmad n'a absolument rien à voir avec c68k !!! Bon courage quand même !
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Post by radius on Jan 24, 2006 14:38:37 GMT 1
la commande regtool -i set /HKLM/Software/Cygnus\ Solutions/Cygwin/heap_chunk_in_mb 1024 est a lancer sous cygwin (le "\ " crée un espace) et ca donne ca dans la base de registre [HKEY_LOCAL_MACHINE\SOFTWARE\Cygnus Solutions\Cygwin] "heap_chunk_in_mb"=dword:00000400
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Post by Tinnus on Jan 24, 2006 15:35:24 GMT 1
Say, if you can both read and write english, please post in english so we can all read it and learn from what you're saying. If you just want each other to understand, use PM's or something like MSN instead
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Post by ayan4m1 on Jan 24, 2006 15:46:37 GMT 1
Heh Tinnus, no problem... Here's what I was saying:
I fixed my problem, updating libmad fixed it...
zelurker said "Windows is truly remarkable... libmad had nothing to do with c68k. Well done, all the same."
And radius said: "The command <regtool>, is run in Cygwin (the "\" is a space) and it puts this in the registry: <the reg value>"
radius: That heap value had been set before, so it didn't change anything when I ran the regtool command. But I did get it to compile, so it's a moot point.
Et en Francais: Cette clé existe deja en ma base de registre, si la commande faire rien. Je l'ai fait compile; c'est pas un point discutable.
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Post by Tinnus on Jan 25, 2006 2:07:28 GMT 1
Thanks Oh, and sorry if I sounded a little mean. Sometimes I sound rude but really it's not on purpose. I'm really a nice guy ;D
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Post by ayan4m1 on Jan 25, 2006 3:46:30 GMT 1
No problem... As to the netplay, I have a basic client-server interface set up and I'm working on getting the commands to send and recieve correctly. Hopefully I'll have something to test in the next few days.
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Post by samuraix on Jan 25, 2006 4:01:47 GMT 1
I've never tried netplay on other emulators but this sounds very interesting. Is this Peer-to-Peer or client to server to client communications? I would be more than happy to help you out in your testing. Just one thing I'm using 2.0 but If this requires 1.5 I would downgrade in a heartbeat to help test the code.
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Post by ayan4m1 on Jan 25, 2006 12:45:25 GMT 1
At present, the way it works is: Both PSPs have a file called netplay.txt with a static IP specified. They both set Netplay to on, and then one listens and the other connects (specified in options) Once the socket has been established, all incoming commands are stored in a buffer which is then read at earliest convience by the input system. Similarly, whenever player1 input is read by the emulator, a packet is sent to the other PSP with that key data, which is then stored in the other PSPs buffer. For it to work, you'd have to have the same framerate (so, locked at 60) but other than that it's a pretty effective system. Right now I'm having issues integrating the code into all the existing emulator code (right now it hangs after zip loading...) but I'm working on it.
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Post by zelurker on Jan 25, 2006 13:54:00 GMT 1
Try to make it as easy as possible to integrate to the source of neocdpsp. radius is going to work on the gui you are going to work on the net play and I am going to work on the emulation itself so we'd better try to have an easy to maintain code base !
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fakk2
Full Member
Posts: 100
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Post by fakk2 on Jan 25, 2006 23:06:28 GMT 1
wow, I cant wait to see how this turns out. Adding Ad-Hoc mode to the NeoCD PSP would rock!
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Post by ayan4m1 on Jan 28, 2006 23:32:24 GMT 1
Little update on netplay... Right now the PSP can listen for a connection or connect to another PSP, but data transfer between the two is still in the works... in a few days I should have something ready to test.
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