Dreamcast Development Environment ISO r2

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Post by emptythought »

Yeah, it'll install GCC 3.4.2.
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Post by mankrip »

Well, after uninstalling and reinstalling it two more times without success, I decided to install Cygwin from the DC Dev ISO R1, and the rest from the DC Dev ISO R2. Now everything is working. :)
fackue wrote:have you tried using BootDreams to burn DiscJuggler images?
No. I'll give it a try.
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Post by Dreamcast alive »

Now there is only one problem left after the installation of KOS development environment.
Have anybody an idea what I can do to see my path in BASH? I can type an path but I can?t see it. Must there perhaps be an entry in the profile file under Cygwin\etc\ ? If that file have something to do with it, can anyone post the entries of this file? Thanks to everybody for a good advise :) !!!
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Post by mankrip »

You can do what I did, and install Cygwin from the R1 disc. And then you can install the rest from the R2 disc.
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Post by WGR7 »

After a lot of time trying setup DC_DEV_R2 I've decided to build a Dreamcast Enviroment on Linux system.I've get a script on other topic in this forum and finaly I geting a working sh and arm compiler(Linux system is very much better! I'm now a NIX user).

My question now is, how to setup Code::Blocks for a DC compiler? I see a topic but incomplete. Someone knows how to?
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Post by Dreamcast alive »

Yes, a new/complete tutorial to set up a DC compiler for Code Blocks, Dev C++ or Visual C++ Express 2005 would be great :D . I?ve tried to make one with Dev C++ after a the tutorial on this site http://dreamcast.dcemu.co.uk/devcconfig.php.
I searched for the correct dirs for binaries, libraries on my pc... but in the end I got compile errors. Perhaps this tutorial is very old.

But perhaps this would help:
http://www.dcemu.co.uk/vbulletin/showthread.php?t=18817
It's a wizard for Visual C++ but I assume my OS Win98SE is too old.
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Post by emptythought »

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Post by Quzar »

I was wondering if there have been any advances since the dcdev iso2 that would warrant the creation of a V3. I'm getting ready to set up a dev environment on my new PC and want to make sure I have the newest and greatest ;) Also, are there any good instructions on how to use gdb with the DC?
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Post by emptythought »

I thought about updating the autorun program to install the tools on the disc but that's not exactly worth repackaging for a new release. The Code::Block configuration currently has my eye on it...
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Post by emptythought »

Simply dropping everything into a subfolder under the Code::Blocks install folder doesn't work right. It probably doesn't like the space in "Program Files" since it tells me it can't find cygintl-3.dll.
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Post by Quzar »

why not install it into /cygwin/code::blocks or something similar?

also, I've been thinking a great idea for it would be to include a bunch of classic DC homebrews or emus (with some PDroms) that could be automatically placed into a /projects/examples/ folder. That way everyone that starts out isn't only given the paltry kos 'examples' but functioning programs.
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Post by emptythought »

I wanted to create a small DC environment installer for Code::Blocks but since most of Cygwin is still used small isn't exactly gonna happen.

What about using MinGW?
also, I've been thinking a great idea for it would be to include a bunch of classic DC homebrews or emus (with some PDroms) that could be automatically placed into a /projects/examples/ folder. That way everyone that starts out isn't only given the paltry kos 'examples' but functioning programs.
That probably could work.
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Post by Quzar »

Oh, and (I just installed the deviso, so this is a real-time complaint =P) you should find the newest stable (not chui's) addon SDL libs to add into v3 (SDL_mixer, SDL_image, SDL_ttf, and the likes).
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Post by mankrip »

So, is V2 using Chui's SDL? Did V1 use it also?
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Post by Quzar »

v2 doesn't have anything. I can't remember what v1 had. I say we should include gpf's sdl build (considering we're using his toolchain and whatnot =P)
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Post by OneThirty8 »

If I have time at some point, I should be able to compile SMPEG for DC as well--or, at least I can make sure it compiles under Linux and send somebody an archive with a DC makefile that should work on cygwin. It probably won't play videos well, but I think it's needed if you want to get MP3 files to work with SDL_mixer. Reaper ported it quite a while ago, but if I recall correctly, his version had a bunch of stuff commented out and some wierd stuff hacked in to make it play nice with KOS 1.2.0, but that stuff shouldn't be necessary with KOS 1.3.x.
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Post by lo »

Fragger wrote:You can do what I did, and install Cygwin from the R1 disc. And then you can install the rest from the R2 disc.
Hallo,
where can I find the R1 disc?
Isn't it possible to make a new tutorial with Dev C++ support?
Please.

Greetz
lo_
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Post by emptythought »

lo wrote:where can I find the R1 disc?
http://www.consolevision.com/downloads/dcdev_r1.zip
lo wrote:Isn't it possible to make a new tutorial with Dev C++ support?
Please.
There's this tutorial at DCEm UK though it looks like you noticed it already. I don't know C or use any compilers like that but I did think about redoing a tutorial for setting up Dev-C++ for Dreamcast programming. It's still on my todo list, I just haven't found the time to actually sit down and do it yet.
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Post by lo »

@fackue
Thanks for the fast reply and the link for the dcdev r1.zip.

The Tutorial at DCEmu UK is for an old KOS ~v 1.25.

A Tutorial for Dev-C++ and the a newer KOS would be great, because it's easier to use for non programmers or noobs (like me).

I try once again to get the KOS and Dev-C++ run, maybe the rev1 helps.

Thanks for your help.

Greetz
lo_
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Post by emptythought »

I didn't realize it used an older KOS version. I'll look into it before the end of the month.
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