Re: Dreamcast Development
Posted: Thu Feb 25, 2010 7:05 pm
GyroVorbis wrote:I think I'm going to upload that sketch to the albums on the website. That was fucking funny.
The Next Generation of 2D Roleplaying Games
http://elysianshadows.com/phpBB3/
GyroVorbis wrote:I think I'm going to upload that sketch to the albums on the website. That was fucking funny.
GyroVorbis wrote:I think I'm going to upload that sketch to the albums on the website. That was fucking funny.
LOL. Not at all. You're already ahead of the game by asking questions instead of pretending that you know what you're talking about.Lord Pingas wrote:Guess I gave my self quite the noob reputation.
Exactly the point I was trying to make. You will definitely benefit from this.Trask wrote:Again though, the big key is to get your hands dirty. If you can't do something, try to research it. Asking questions is never a bad thing, but if you find yourself posting questions every 10 minutes, then you're not trying to find your own answers at all.
I thought DevCpp used GCC? So I would imagine it wouldn't be too hard, or at least impossible to set it up for this... But I'm not sure, anyways I'm using devcpp right now for win32 crap because Microsoft's bull crap IDE won't even compile code right for it's OS... anyways, I might get a DC for some homebrew, they aren't too much on ebay, and i've been wanting to get into console development, this may be a good place to start :DGyroVorbis wrote:Alright, alright, chill out. It's always very confusing for somebody who has been babied by compilers on Windows to understand GNU GCC tools. Let me help you out.
A compiler is nothing but a terminal application that takes .cpp files to compile to an executable as command-line arguments. Your IDE (devCPP) handles all of this stuff for you behind the scenes so that you never actually have to pass anything to the compiler yourself. You push compile, and it magically passes all of your .cpp files to the compiler (which then creates the executable for you).
In the Unix/Linux world, you don't really have IDEs like DevCPP that invoke the compiler for you. So a makefile is just a fancy file that basically has a list of your .cpp files and sends them to the compiler via the command-line.
Then you must be doing something wrong. I've used a dozen IDEs on a handful of platforms (Ubuntu, OSX, Windows), and I think Visual Studio is by far the best, most well-rounded, capable compiler out there. I'm not a big GCC fan by any stretch.eatcomics wrote:anyways I'm using devcpp right now for win32 crap because Microsoft's bull crap IDE won't even compile code right for it's OS
I don't really understand what you're getting at. Yeah, Dev-C++ uses minGW (Windows port of GCC), but how is that going to help you compile something for a toolchain that has been compiled for another platform? You can't get the compiler to run under Windows. Yes, there's a way to do it (there's a way to do it for any compiler), but it's not pretty, and it doesn't have anything to do with DevC++ using GCC. It involves invoking the compiler through invoking cygwin and wrapping the output back to VS--a compiler mindfuck.eatcomics wrote:I thought DevCpp used GCC? So I would imagine it wouldn't be too hard, or at least impossible to set it up for this...
Good for you. I got a PM from somebody who was also interested in the same. This topic pretty much walks you through the entire setup on Windows (in the smallest baby steps you can take). Once you have this down and the right hardware, you're seriously ready to make a game.eatcomics wrote:anyways, I might get a DC for some homebrew, they aren't too much on ebay, and i've been wanting to get into console development, this may be a good place to start :D
I like VS but I've been having problems on this... I think it may be some vista bullcrap that's causing the issue, because I know its worked fine on my XP laptop... but anywaysGyrovorbis wrote:Then you must be doing something wrong. I've used a dozen IDEs on a handful of platforms (Ubuntu, OSX, Windows), and I think Visual Studio is by far the best, most well-rounded, capable compiler out there. I'm not a big GCC fan by any stretch.
I just figured if it used GCC it wouldn't be hard to make the compile button compile for the dreamcast build, I didn't really think to much, I just said hey these two things are similar, maybe theres a connection didn't really know what I was talking about... But anyways you said a batch file or shell script or something would work for that so it doesn't matter.Gyrovorbis wrote:I don't really understand what you're getting at. Yeah, Dev-C++ uses minGW (Windows port of GCC), but how is that going to help you compile something for a toolchain that has been compiled for another platform? You can't get the compiler to run under Windows. Yes, there's a way to do it (there's a way to do it for any compiler), but it's not pretty, and it doesn't have anything to do with DevC++ using GCC. It involves invoking the compiler through invoking cygwin and wrapping the output back to VS--a compiler mindfuck.
Sounds like a plan :DGyrovorbis wrote:Good for you. I got a PM from somebody who was also interested in the same. This topic pretty much walks you through the entire setup on Windows (in the smallest baby steps you can take). Once you have this down and the right hardware, you're seriously ready to make a game.