Bor Dc Source Compile
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Bor Dc Source Compile
Has anyone been able to successfully compile the Dreamcast Bor sourcecode found at http://members.rott.chello.nl/~r.vanmas ... ource.html.
I have attempted to do so with the same compiler they use, and was unable to do so. SETTINGS.SAV is a the file that allows you to save in the pc version of BOR. Is there any code in the dc source that searches for this SETTINGS.SAV so that dc devvers or anyone else can put this SETTINGS.SAV on a vmu and have Bor look for it on the vmu. If not, would it be difficult for these devvers in question to implement such an ability.
I have attempted to do so with the same compiler they use, and was unable to do so. SETTINGS.SAV is a the file that allows you to save in the pc version of BOR. Is there any code in the dc source that searches for this SETTINGS.SAV so that dc devvers or anyone else can put this SETTINGS.SAV on a vmu and have Bor look for it on the vmu. If not, would it be difficult for these devvers in question to implement such an ability.
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Re: Bor Dc Source Compile
Yes ive compiled it my mod uses a compiled bin i did.DcSteve wrote:Has anyone been able to successfully compile the Dreamcast Bor sourcecode found at http://members.rott.chello.nl/~r.vanmas ... ource.html.
I have attempted to do so with the same compiler they use, and was unable to do so. SETTINGS.SAV is a the file that allows you to save in the pc version of BOR. Is there any code in the dc source that searches for this SETTINGS.SAV so that dc devvers or anyone else can put this SETTINGS.SAV on a vmu and have Bor look for it on the vmu. If not, would it be difficult for these devvers in question to implement such an ability.
Dreamcast forever!!!
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well if youre able to inlude the vmu_block_read() and vmu_block_write() functions properly that would become easier to do. i made vmu_file_read() and vmu_file_write() functions for my tool but i dont know if you would be able to export them as they are.
i dont think using the fs functions with the vmu dir would be the easy solution, unless youre able to include the whole kos or libdream without any conflict
i dont think using the fs functions with the vmu dir would be the easy solution, unless youre able to include the whole kos or libdream without any conflict
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Used this as your make file and it will compile on a standard Cygwin Kos setup
Only slight changes but it works fine. I think any one with a kos setup up Sh4 tool chain should be able to compile it with out a problem.
Good luck.
Code: Select all
SH4PATH=/usr/local/dc/sh-elf/bin
CC=$(SH4PATH)/sh-elf-gcc -ml -m4-single-only -ffast-math
AS=$(SH4PATH)/sh-elf-as -little
OBJCOPY=$(SH4PATH)/sh-elf-objcopy
CFLAGS=-Wall -Werror -O9 -fomit-frame-pointer -fno-ident -freorder-blocks -funsigned-char
LFLAGS=-Wl,-T,dc.x,-Map,linkmap -nostdlib
LIBS=-lc -lgcc
all: 1ST_READ.BIN
OBJECTS=crt0.o dcport.o dcloadsc.o dcmath.o syscalls.o bios.o gdrom.o \
vbr.o dcirq.o dcvga.o g2.o timer.o dcsound.o dcpad.o \
dcpak.o filecache.o \
adpcm.o anigif.o bitmap.o control.o draw.o font.o loadimg.o \
palette.o rand32.o screen.o soundmix.o sprite.o spriteq.o \
texture.o vga.o video.o \
borstartup.o bor.o
%.o: %.c
$(CC) $(CFLAGS) -c $<
%.o: %.s
$(CC) $(CFLAGS) -c $<
%.cs: %.c
$(CC) $(CFLAGS) -S -c $< -o $@
1ST_READ.elf: $(OBJECTS)
$(CC) $(LFLAGS) $(OBJECTS) -o $@ $(LIBS)
1ST_READ.BIN: 1ST_READ.elf
$(OBJCOPY) -S -R .stack --gap-fill 0 -O binary $< $@
pad32 1ST_READ.BIN
clean:
rm *.o *.elf *.cs linkmap 1ST_READ.BIN
Good luck.
Dreamcast forever!!!
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- Modder Of Rage
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wow, does thayt include vmu saving functions?
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