Compiling Makaqu 1.3 with DC Dev Iso R4
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Compiling Makaqu 1.3 with DC Dev Iso R4
Hello,
I'm having some problems compiling Makaqu 1.3 with the DC Dev ISO R4. It's not really a compiling problem, since everything compiles just fine. The problem is that, when i try to run the game, i get a fatal error: Draw_Transpic: Bad Coordinates. Accordingly to the Makaqu source, this error occurs when an LMP is bigger than the screen size and, therefore, is drawn offscreen.
I have made no modifications to the Makaqu codebase. It's intact from the ZIP, i just modified the makefile in order to compile flawlessly. The same codebase, built for Windows, runs the same PAK file without any problems. Also, if i use the 1st_read.bin provided by Manuel, inside the Makaqu zip, the game runs perfectly. If i use my compiled 1st_read.bin, the error occurs.
I must be missing something in the compiling process, some KOS configuration or even a makefile thingie. It would be great to get some help. Thanks in advance.
ps.: This also happens with Makaqu 1.2.
I'm having some problems compiling Makaqu 1.3 with the DC Dev ISO R4. It's not really a compiling problem, since everything compiles just fine. The problem is that, when i try to run the game, i get a fatal error: Draw_Transpic: Bad Coordinates. Accordingly to the Makaqu source, this error occurs when an LMP is bigger than the screen size and, therefore, is drawn offscreen.
I have made no modifications to the Makaqu codebase. It's intact from the ZIP, i just modified the makefile in order to compile flawlessly. The same codebase, built for Windows, runs the same PAK file without any problems. Also, if i use the 1st_read.bin provided by Manuel, inside the Makaqu zip, the game runs perfectly. If i use my compiled 1st_read.bin, the error occurs.
I must be missing something in the compiling process, some KOS configuration or even a makefile thingie. It would be great to get some help. Thanks in advance.
ps.: This also happens with Makaqu 1.2.
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- Insane DCEmu
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Re: Compiling Makaqu 1.3 with DC Dev Iso R4
Hi there, and welcome to the boards.
It's great to hear of somebody working with the Makaqu source. As for an answer to your problem, i'd suggest sending an email to Manoel. Contact details for him are included in the readme for Makaqu.
I can't remember anyone else having talked about compiling the code, so I don't know if you'd get an answer here, though it might be worth reading through the Makaqu 1.3 topic just in case.
I hope that helps, and be sure to keep us updated on your progress.
It's great to hear of somebody working with the Makaqu source. As for an answer to your problem, i'd suggest sending an email to Manoel. Contact details for him are included in the readme for Makaqu.
I can't remember anyone else having talked about compiling the code, so I don't know if you'd get an answer here, though it might be worth reading through the Makaqu 1.3 topic just in case.
I hope that helps, and be sure to keep us updated on your progress.
- Christuserloeser
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Re: Compiling Makaqu 1.3 with DC Dev Iso R4
Manoel still frequents these forums. You could either wait until he drops by or you could just PM him: memberlist.php?mode=viewprofile&u=7905
Edit: viewtopic.php?f=72&t=100122 - Seems Makaqu is still being worked on
Edit: viewtopic.php?f=72&t=100122 - Seems Makaqu is still being worked on
Insane homebrew collector.
- mankrip
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Re: Compiling Makaqu 1.3 with DC Dev Iso R4
Makaqu's development always progressed slowly, this time won't be different. Sorry for the late answer.
All releases of nxMakaqu (the Dreamcast version) were compiled using a slightly modified version of the DC Dev ISO R1. I've fixed the mouse buttons in the KOS driver, and can't remember if there were any other changes.
I just repaired my Dreamcast today, and will test the current build compiled using the DC Dev ISO R4 to see what happens.
All releases of nxMakaqu (the Dreamcast version) were compiled using a slightly modified version of the DC Dev ISO R1. I've fixed the mouse buttons in the KOS driver, and can't remember if there were any other changes.
I just repaired my Dreamcast today, and will test the current build compiled using the DC Dev ISO R4 to see what happens.
Re: Compiling Makaqu 1.3 with DC Dev Iso R4
Could you please tell us which are those slight modifications, so maybe we can update the new libs in R4?
- mankrip
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Re: Compiling Makaqu 1.3 with DC Dev Iso R4
This was done four years ago:
c99koder wrote:I've comitted this to Subversion, revision 310.
-Sam
Re: Compiling Makaqu 1.3 with DC Dev Iso R4
Could this be causing the error i'm having? That's odd, since it's a bad coordinate error.
ps.: When i asked for help for this on the IRC channel, someone sent me an Makaqu .elf. I used my makefile to create the bin and then scramble it. It had the same error that my own elf. This somehow eliminates a problem in the codebase.
Here's my makefile:
I use make to create my ELF and then make final to create my bin and my scrambled bin. Maybe my scramble.exe is fucked up?
ps.: When i asked for help for this on the IRC channel, someone sent me an Makaqu .elf. I used my makefile to create the bin and then scramble it. It had the same error that my own elf. This somehow eliminates a problem in the codebase.
Here's my makefile:
Code: Select all
#
# nxMakaqu Makefile for Sega Dreamcast (KallistiOS)
# Compiled with a KOS 1.3.x snapshot
# November 2005
#
TARGET = nxMakaqu.elf
BIN = nxMakaqu.bin
FIRSTREAD = 1st_read.bin
KOS_LOCAL_CFLAGS = -I../common/include -I../r_soft/include -Iinclude -Os
LIBS=-lm -lSDL -lz
# -lSDL_mixer -lSDL_audio
CDRECORD_ID = ATAPI:0,0,0
CDRECORD_DEV = /dev/hdc
# Common source files for all versions
COMMON_OBJS = chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o
COMMON_OBJS += common.o console.o crc.o cvar.o host.o host_cmd.o
COMMON_OBJS += keys.o mathlib.o menu.o net_loop.o net_main.o net_vcr.o
COMMON_OBJS += nonintel.o pr_cmds.o pr_edict.o pr_exec.o r_part.o sbar.o
COMMON_OBJS += sv_main.o sv_move.o sv_phys.o sv_user.o view.o wad.o
COMMON_OBJS += world.o zone.o
# Uncomment this when we have a working sound driver
COMMON_OBJS += snd_dma.o snd_mem.o snd_mix.o
# Software rendering version
SOFT_OBJS = d_edge.o d_fill.o d_init.o d_modech.o d_part.o d_polyse.o d_scan.o
SOFT_OBJS += d_sky.o d_sprite.o d_surf.o d_vars.o d_zpoint.o draw.o r_aclip.o
SOFT_OBJS += r_alias.o r_bsp.o r_draw.o r_edge.o r_efrag.o r_light.o r_main.o
SOFT_OBJS += r_misc.o r_sky.o r_sprite.o r_surf.o r_vars.o model.o screen.o
SOFT_OBJS += r_2d.o
# System specific stuff
SYS_OBJS = cd_dc.o dc_menu.o in_dc.o net_dc.o sys_dc.o vid_dc.o snd_sdl.o
SYS_OBJS += dc_vmu.o dc_vibe.o
SYS_OBJS += kos_zlib.o
# snd_dc.o
OBJS = $(COMMON_OBJS) $(SOFT_OBJS) $(SYS_OBJS)
all: rm-elf $(TARGET)
include $(KOS_BASE)/Makefile.rules
clean:
-rm -f $(TARGET) $(BIN) $(FIRSTREAD) $(OBJS)
rm-elf:
-rm -f $(TARGET)
$(TARGET): $(OBJS)
$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
$(OBJS) $(OBJEXTRA) -L$(KOS_BASE)/lib $(LIBS) -lm $(KOS_LIBS)
%.o: src/%.c
$(KOS_CC) $(KOS_CFLAGS) $(KOS_LOCAL_CFLAGS) $(OPT_FLAGS) -c $< -o $@
%.o: ../common/src/%.c
$(KOS_CC) $(KOS_CFLAGS) $(KOS_LOCAL_CFLAGS) $(OPT_FLAGS) -c $< -o $@
%.o: ../r_soft/src/%.c
$(KOS_CC) $(KOS_CFLAGS) $(KOS_LOCAL_CFLAGS) $(OPT_FLAGS) -c $< -o $@
%.o: ../r_common/src/%.c
$(KOS_CC) $(KOS_CFLAGS) $(KOS_LOCAL_CFLAGS) $(OPT_FLAGS) -c $< -o $@
# Run over serial or network connection
run: $(TARGET)
$(KOS_LOADER) $(TARGET)
# Create unscrambled binary
final:
$(KOS_OBJCOPY) -R .stack -O binary $(TARGET) $(BIN)
$(KOS_CC_BASE)/bin/scramble $(BIN) $(FIRSTREAD)
# Start a new multi-session CD (unscrambled binary)
newcd: $(BIN)
mv $(BIN) disc/data/1st_read.bin
mkisofs -l -J -R -o disc/session1.iso disc/data
rm disc/data/1st_read.bin
cdrecord dev=$(CDRECORD_ID) gracetime=2 -multi -eject -xa disc/session1.iso
rm disc/session?.iso
# Continue a multi-session CD (unscrambled binary)
mscd: $(BIN)
mv $(BIN) disc/data/1st_read.bin
mkisofs -C `cdrecord dev=$(CDRECORD_ID) -msinfo` -M $(CDRECORD_DEV) -l -J -R -o disc/session2.iso disc/data
rm disc/data/1st_read.bin
cdrecord dev=$(CDRECORD_ID) gracetime=2 -multi -eject -xa disc/session2.iso
rm disc/session?.iso
# Burn a bootable CD
selfboot: $(FIRSTREAD)
mkisofs -G disc/IP.BIN -l -J -R -o disc/session1.iso disc/data $(FIRSTREAD)
dd if=disc/session1.iso bs=2048 count=17 of=disc/session2.iso
dd if=/dev/zero bs=2048 count=283 >> disc/session2.iso
cdrecord dev=$(CDRECORD_ID) -multi -xa disc/session1.iso
cdrecord dev=$(CDRECORD_ID) -eject -xa disc/session2.iso
rm disc/session?.iso
- emptythought
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Re: Compiling Makaqu 1.3 with DC Dev Iso R4
I don't have any changes to the mouse driver in DDE R4.Manoel wrote:Makaqu's development always progressed slowly, this time won't be different. Sorry for the late answer.
All releases of nxMakaqu (the Dreamcast version) were compiled using a slightly modified version of the DC Dev ISO R1. I've fixed the mouse buttons in the KOS driver, and can't remember if there were any other changes.
I just repaired my Dreamcast today, and will test the current build compiled using the DC Dev ISO R4 to see what happens.
Please post a patch if you can using `svn help diff`.
- mankrip
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Re: Compiling Makaqu 1.3 with DC Dev Iso R4
I should be getting close to the point of testing this engine on the Dreamcast, I'll focus on these issues by then.
There's also a new blog for it here.
There's also a new blog for it here.
- mankrip
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Re: Compiling Makaqu 1.3 with DC Dev Iso R4
I just looked for it into my unmodified KOS installation from the DC Dev ISO R4, and it's there. It was added to KOS itself before the DC Dev ISO R4 came out.emptythought wrote:I don't have any changes to the mouse driver in DDE R4.
Please post a patch if you can using `svn help diff`.
See my post from May 11.
- mankrip
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Re: Compiling Makaqu 1.3 with DC Dev Iso R4
I just compiled it using the DC Dev ISO R1, and posted in the blog some step-by-step instructions on how to do this.