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Development Env

Installing Cygwin

Building EE (R5900) toolchain
Compiling EE binutils
Compiling EE GCC

Building IOP(R3000) toolchain
Compiling IOP binutils
Compiling IOP GCC

Compiling PSX2LIB

PS2 Independence Exploit

Testing LIB and the Compilers
Writing the first program
Compiling the first program
Uploading to the PS2

Making a CD

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  Compiling xGCC for EE platform
  Updated: August 23, 2003 @ 0:21 AM By: Thorsten Titze
 
 

Now that we have the binutils toolchain for our platform it is time to compile the cross-compiler.

But before we can compile the compiler we have to change the sources a bit to reflect the normal behvaiour of Playstation 2 software.

  • As with the binutils please download the following patch for the gcc toolchain (again, you should download them to the directory where you put the sourcetree tarballs), which enables the PS2 target configurations:

    gcc-3.2.2-EE.diff.gz

  • Apply the just downloaded patch to your gcc sourcetree (unzip the file and then patch the sourcetree):

    gunzip gcc-3.2.2-EE.diff.gz
    patch -p0 <gcc-3.2.2-EE.diff

    NOTE:
    You have to be in the /GCC-PS2/ directory for these patches to work

  • Now, set the needed environment variables in your shell with the following commands (you don't have to do this if you just compiled the bintutils toolchain within the same shell):

    target=ee
    prefix=/usr/local/ps2/$target
    binaries=$prefix/bin
    PATH=$binaries:$PATH

    NOTE:
    With these current compiler sources you are not able to produce big-endian binaries for the target mips64r5900-sce-elf (which I had in these guides prior)

  • Change to your BUILD-GCC directory

    cd /gcc/build-gcc

  • Configure your makefile so that it reflects your TARGET and DIRECTORIES

    ../gcc-3.2.2/configure --target=$target --prefix=$prefix --enable-languages=c --with-newlib --without-headers
  • Start the make-procedure including install

    make all install

Now you have your PS2EEmotion Engine GCC Compiler sitting in usr/local/ps2/ee/bin.


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