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PS3 Build
I've notice that ps3 build were made through SCons and python. https://github.com/kazzmir/paintown/releases/download/v3.6.0/paintown-ps3-3.6.0.pkg Should we keep that way or try something new?
if so, do you remember steps?
I was looking at ps3toolchain : https://github.com/ps3dev/ps3toolchain
You would need to build from the 3.6 source. The instructions can be found under doc/ps3. If it works/builds still is a wild guess though.
Allot of the mugen stuff was very preliminary and experimental in that release.
We should use meson to build. I doubt the ps3 stuff will work anymore. Maybe we could test it in an emulator or something if there are any good ones.
We should use meson to build. I doubt the ps3 stuff will work anymore. Maybe we could test it in an emulator or something if there are any good ones.
I have tested the release 3.6.0 on RPCS3 and it works well.
You would need to build from the 3.6 source. The instructions can be found under doc/ps3. If it works/builds still is a wild guess though.
Allot of the mugen stuff was very preliminary and experimental in that release.
Makes sense. I'm gonna try to build the pkg using docker as a cross compiler such as you did previously with mingw
Thats cool that it works on RPCS3. The latest version of paintown now requires c++11 and threading support in gcc, so I'm not sure if the PS3 sdk PSL1ght supports that.
Thats cool that it works on RPCS3. The latest version of paintown now requires c++11 and threading support in gcc, so I'm not sure if the PS3 sdk PSL1ght supports that.
It's almost working https://github.com/kazzmir/paintown/actions/runs/7941175624/job/21683244586#step:3:1
I have created the container with embedded ps3toolchain and it comes with compiled sdl1.2. Now it's needed to add the sdl2 and other paintown dependencies. Teorically, after that we should to be ready to compile and package.
Once it's building and you are able to generate a pkg we should migrate the environment over from Scons to Meson.
Once it's building and you are able to generate a pkg we should migrate the environment over from Scons to Meson.
Perfect. We already have a ps3 package from a simple c++ sdl2
./easy-compile-docker-ps3 && ./release/release-ps3
Ok got it to work. Had to change the files since the ones you uploaded were uppercase.
Also added an argument to allow for a different data directory.
Edit. Though, the full data directory is put into the pkg. Is there a reason we get a red box? Doesn't that mean it can't find data?
Ok got it to work. Had to change the files since the ones you uploaded were uppercase.
Also added an argument to allow for a different data directory.
Edit. Though, the full data directory is put into the pkg. Is there a reason we get a red box? Doesn't that mean it can't find data?
Perfect! no problem. Actually, the red box it's an example that I´m using instead of paintown project. Because, I still didn't solve all dependencies on meson build. Meanwhile, with this sample app. I have validated the ci/cd
Ah ok, now it makes sense.
Ah ok, now it makes sense.
The error occurred while attempting to compile yaml-cpp using psp-g++ Same for ps3-dev
How to reproduce
docker run --platform=linux/amd64 --rm -i -v `mktemp -d`:/source pspdev/pspdev:latest sh -s <<EOF
wget https://github.com/jbeder/yaml-cpp/archive/refs/tags/0.8.0.tar.gz
tar xvfz 0.8.0.tar.gz
cd yaml-cpp-0.8.0
env
mkdir -p build
cd build
cmake -Wno-dev -DCMAKE_TOOLCHAIN_FILE=/usr/local/pspdev/psp/share/pspdev.cmake \
-DCMAKE_INSTALL_PREFIX=/usr/local/pspdev/psp -DBUILD_SHARED_LIBS=OFF ..
make
make install
EOF
Error
- Build files have been written to: /yaml-cpp-0.8.0/build
[ 2%] Building CXX object CMakeFiles/yaml-cpp.dir/src/contrib/graphbuilder.cpp.obj
cc1plus: error: cannot generate position-independent code for ‘-mabi=eabi’
make[2]: *** [CMakeFiles/yaml-cpp.dir/build.make:76: CMakeFiles/yaml-cpp.dir/src/contrib/graphbuilder.cpp.obj] Error 1
make[1]: *** [CMakeFiles/Makefile2:861: CMakeFiles/yaml-cpp.dir/all] Error 2
Easy solution is to not include yaml. It's not required. Make sure -DHAVE_YAML is not set.
The error suggests a general issue with compiling for a specific abi though, should we remove that -meabi flag?
The error suggests a general issue with compiling for a specific abi though, should we remove that -meabi flag?
Yeah. Even removing, fail. weird.
Easy solution is to not include yaml. It's not required. Make sure -DHAVE_YAML is not set.
i'm gonna try
Easy solution is to not include yaml. It's not required. Make sure -DHAVE_YAML is not set.
I found the problem and submitted a fix https://github.com/jbeder/yaml-cpp/pull/1271
Cool, hopefully they accept it but I bet they'll ask for something more generic (i.e. not ps3/psp) to check. But who knows. What I did was just not include yaml support for now for the dkp build by checking if it was downloaded or not:
if meson.is_cross_build()
fs = import('fs')
if fs.is_dir('.tmp/yaml-cpp')
add_global_arguments('-DHAVE_YAML_CPP', language: 'cpp')
subdir('.tmp/yaml-cpp')
endif
subdir('.tmp/SDL_gfx')
endif
We could apply a local patch to the yaml code, if upstream won't accept a change
We could apply a local patch to the yaml code, if upstream won't accept a change
Good idea! I have overpass the yaml-cpp problem. Now another with r-tech1/libgme How to reproduce
git clone https://github.com/kazzmir/paintown -b build-psp
cd paintown
./easy-compile-docker-psp
Error https://github.com/kazzmir/paintown/actions/runs/7994410565/job/21832385288?pr=93#step:3:10345
User defined options
Cross files: psp-cross.txt
Found ninja-1.11.1 at /usr/bin/ninja
(cd build-psp; meson configure -Dbuild_tests=false)
meson compile -C build-psp
ninja: Entering directory `/paintown-bin/build-psp'
[1/352] Compiling C++ object src/r-tech1/libs/gme/libgme.a.p/Ay_Apu.cpp.o
[2/352] Compiling C++ object src/r-tech1/libs/gme/libgme.a.p/Data_Reader.cpp.o
[3/352] Compiling C++ object src/r-tech1/libs/gme/libgme.a.p/Ay_Cpu.cpp.o
FAILED: src/r-tech1/libs/gme/libgme.a.p/Ay_Cpu.cpp.o
psp-g++ -Isrc/r-tech1/libs/gme/libgme.a.p -Isrc/r-tech1/libs/gme -I../src/r-tech1/libs/gme -Isrc -I../src -I/psp/include -I/pspdev/psp/include -I/pspdev/psp/sdk/include -fdiagnostics-color=always -D_FILE_OFFSET_BITS=64 -Wall -Winvalid-pch -std=c++11 -O0 -g -DUSE_SDL2=1 '-DDATA_PATH="data"' -g3 -Wextra -Wno-unused-variable -Wno-unused-function -Wno-unused-parameter -DHAVE_OGG=1 -DHAVE_MP3_MPG123=1 -DPSP -D_PSP_FW_VERSION=500 -w -MD -MQ src/r-tech1/libs/gme/libgme.a.p/Ay_Cpu.cpp.o -MF src/r-tech1/libs/gme/libgme.a.p/Ay_Cpu.cpp.o.d -o src/r-tech1/libs/gme/libgme.a.p/Ay_Cpu.cpp.o -c ../src/r-tech1/libs/gme/Ay_Cpu.cpp
../src/r-tech1/libs/gme/Ay_Cpu.cpp:104:10: error: #error "Byte order of CPU must be known"
104 | #error "Byte order of CPU must be known"
| ^~~~~
../src/r-tech1/libs/gme/Ay_Cpu.cpp: In member function ‘bool Ay_Cpu::run(cpu_time_t)’:
../src/r-tech1/libs/gme/Ay_Cpu.cpp:413:24: error: ‘R8’ was not declared in this scope; did you mean ‘RL’?
413 | data = R8( opcode & 7, 0 );
| ^~
| RL
[4/352] Compiling C++ object src/r-tech1/libs/gme/libgme.a.p/Classic_Emu.cpp.o
https://en.wikipedia.org/wiki/PlayStation_Portable_hardware
Looks like the PSP is little endian. We just have to define BLARGG_LITTLE_ENDIAN in gme/blargg_endian.h for the PSP
Well this github issue is supposed to be about the ps3 build, but now we are discussing psp. Maybe we should move psp discussion to its own issue?
Well this github issue is supposed to be about the ps3 build, but now we are discussing psp. Maybe we should move psp discussion to its own issue?
Oh.. that's true. I'm gonna create another issue for psp
https://en.wikipedia.org/wiki/PlayStation_Portable_hardware
Looks like the PSP is little endian. We just have to define BLARGG_LITTLE_ENDIAN in gme/blargg_endian.h for the PSP
Fixed https://github.com/kazzmir/paintown/pull/93/commits/e0f5bcbe4db2aad14c3baa5f9e832c7561105999
Cool, hopefully they accept it but I bet they'll ask for something more generic (i.e. not ps3/psp) to check. But who knows. What I did was just not include yaml support for now for the dkp build by checking if it was downloaded or not:
if meson.is_cross_build() fs = import('fs') if fs.is_dir('.tmp/yaml-cpp') add_global_arguments('-DHAVE_YAML_CPP', language: 'cpp') subdir('.tmp/yaml-cpp') endif subdir('.tmp/SDL_gfx') endif
Merged https://github.com/jbeder/yaml-cpp/pull/1271
Unfortunately the container PSL1GHT doesn't include SDL2_image|ttf|mixer|glx and I'm gonna add on ps3libraries
Unfortunately the container PSL1GHT doesn't include SDL2_image|ttf|mixer|glx and I'm gonna add on ps3libraries
Image ps3dev-sdl2 created
Content:
SDL_PSL1GHT + SDL_PSL1GHT_Libs
- sdl - 1.3.0
- sdl_mixer - 1.2.11
- sdl_image - 1.2.10
- sdl_ttf - 2.0.10
- sdl_net - 1.2.7
- sdl_gfx - 2.0.27
SDL2_PSL1GHT + SDL2_PSL1GHT_Libs
- sdl2 - 2.0.13
- sdl2_mixer - 2.8.0
- sdl2_image - 2.8.2
- sdl2_ttf - 2.22.0
- sdl2_gfx - 2.22.0
Are we going to use pthread instead of std:thread or the same approach used for file-system?
[143/361] Compiling C++ object src/r-tech1/libr-tech1.a.p/graphics_bitmap.cpp.o
FAILED: src/r-tech1/libr-tech1.a.p/graphics_bitmap.cpp.o
ppu-g++ -Isrc/r-tech1/libr-tech1.a.p -Isrc/r-tech1 -I../paintown-bin/src/r-tech1 -Isrc -I../paintown-bin/src -I/usr/local/ps3dev/portlibs/ppu/include/SDL2 -I/usr/local/ps3dev/portlibs/ppu/include -I/usr/local/include -I/usr/local/ps3dev/ppu/include/ -I/usr/local/ps3dev/portlibs/ppu/include/ -fdiagnostics-color=always -D_FILE_OFFSET_BITS=64 -Wall -Winvalid-pch -std=c++11 -O0 -g -DUSE_SDL2=1 -g3 -Wextra -Wno-unused-variable -Wno-unused-function -Wno-unused-parameter -DCROSS_BUILD -DHAVE_OGG=1 -mhard-float -fmodulo-sched -ffunction-sections -fdata-sections -maltivec -mminimal-toc -DPS3 -DHAVE_YAML_CPP -mcpu=cell -fno-builtin -nostdlib '-DDATA_PATH="/dev_hdd0/game/paintown/data"' -fPIC -MD -MQ src/r-tech1/libr-tech1.a.p/graphics_bitmap.cpp.o -MF src/r-tech1/libr-tech1.a.p/graphics_bitmap.cpp.o.d -o src/r-tech1/libr-tech1.a.p/graphics_bitmap.cpp.o -c ../paintown-bin/src/r-tech1/graphics/bitmap.cpp
In file included from ../paintown-bin/src/r-tech1/file-system.h:6:0,
from ../paintown-bin/src/r-tech1/funcs.h:10,
from ../paintown-bin/src/r-tech1/graphics/bitmap.cpp:1:
../paintown-bin/src/r-tech1/thread.h:180:10: error: 'thread' in namespace 'std' does not name a type
std::thread thread;
^~~~~~
../paintown-bin/src/r-tech1/thread.h:296:10: error: 'thread' in namespace 'std' does not name a type
std::thread thread;
^~~~~~
../paintown-bin/src/r-tech1/thread.h: In destructor 'virtual Util::Future<X>::~Future()':
../paintown-bin/src/r-tech1/thread.h:219:13: error: 'thread' was not declared in this scope
https://github.com/kazzmir/paintown/actions/runs/8146492951/job/22265104133#step:3:404
it would be nice if we could continue to use std::thread, and have std::thread use some native thread implementation, or perhaps use sdl2's threading system. if that doesn't work then maybe I will write some wrapper around std::thread that can use whatever the native threading system is for each port
what version of g++ is ppu-g++ based off of? if ppu-g++ is something recent, like gcc 11 then I would expect std::thread to be there. if not, maybe ppu-g++ can be updated?