Below is part of source code to a psx game. Quick question for someone knowledgable: /************************************** * INCLUDE LIBRARY HEADER FILES * **************************************/ #include <r3000.h> #include <sys/types.h> #include <sys/errno.h> #include <sys/file.h> #include <libetc.h> #include <libgte.h> #include <libgpu.h> #include <libgs.h> #include <libsn.h> #include <libcd.h> #include <libspu.h> #include <libsnd.h> #include <libmath.h> #include <asm.h> #include <kernel.h> #include <cardio.h> #include <ctrller.h> Does the above mean that I need those libs in order to run the source code? I'm determined to see this game run somehow.
I'm no PSX expert, but that looks like part of a C/C++ file. Yes, those header files are required for the compilation of the data.
yes, they must be there, and they need to be in your path. EDIT: They all look like pretty standard libs, except for that first one... but then again, i haven't looked at PSX code in years, so that could be standard too. Different versions of the compiler might be an issue too. Do you have any contact with those who wrote the code?
I think I found most of the files. Now to install one of my dev kits and get this running! FYI, I did find a backup of the Saturn version in source code! Can anyone compile saturn source code?
You don't need the files to run the code. You need them to compile the .elf file. Then, once you have a .elf file you run that. All the include files are part of the Sony libraries and should be on the prgrammers CDs. Files you may need on the CD or HDD of the Dev system are things like graphics, models and sound files.
FYI, should you succeed in compiling something, it doesn't necessarily mean that you have a playable game, it means you have a piece of object code... a piece of the puzzle. Many games are comprised of many discrete executable, character and sound "files". If you have a professional game, probably the game will need to be built upon other components like building blocks. If you have instructions for compiling or a makefile, use it.
I'm a newb to all of this. I do have a professional game. It is a backup of the source code and all the work he has done and hopefully everything I need is in there. There are directories for graphics, sound, maps, levels, and stuff like that.
There you go. If you have everything setup correctly, all you need to do is execute the makefile with "make" in your environment. Depending on what the makefile does, it then may spit you out a EXE and packed data files (the packing tool must be present) or maybe you'll have to pack things yourself with the tool (not likely) or maybe no packing is involved (not likely). From there, you must build a Mode 2 ISO containing the boot file that points to your main EXE, your compiled EXEs and your AV data. If your makefile doesn't make a boot file, you could just rip one off any PSX game and edit it, it's a easy to figure out ASCII file. You should also find out whether your game uses CDDA audio tracks, they will need to be burned manually and without a cuesheet, you may not get the audio to sync correctly. If your entire game compiles to a single EXE, I'd load it into an emulator before wasting a disc.
Ah, still sounds a little foreign to me. I'd be easier to pay someone to do it for me. When does CD-Generator come into play?
Never in the process I described. CD Generator I assume comes into play if you're going to use it immediately after you build the game. It hopefully will make your SYSTEM.CNF and stuff.
You should open up the directory that stores the game in a command prompt (dos) and type make. If that doesn't work, try "make all". If neither of those work, the either your environment isn't setup right, or they used a stupid command for the makefile.