Re: [gbadev] use of lcc versus gbdevkit.
> Hello all I am new to the group and a novice gameboy developer. All
> the pages that I read say that you should download and install the
> gbdevkit. I have done that, but just looking at the zip file it seems
> just to be lcc. I already have lcc on my system do in need to install
> it again in the gbdevkit. Is there some file or zip that has just the
> gameboy specific files and tutorials that I need?
It's gcc, and it's compiled for ARM support, I don't think your lcc is
compiled for cross development with ARM CPU support. (I forget the details
about lcc, but I'm suspicious it's x86 only)
Also I think the build process of such gcc version was not as smooth, as
the Intel x86 and other common branches of gcc builds, and some patching
and editing was needed. (but I did never build it by myself, so I can be
wrong with those 3.x newer versions)
I'm not aware of any GBA specific package as an add-on to standart ARM
gcc.
On the other hand I had very positive experience with devkitadvance. If
you are at least a bit familiar with command line development and don't
mind gnu make, etc..., you will probably like the whole package too.
I just recently tried to develop for PalmOS and Nokia S60 Symbian phones,
and their packages are lot less friendly to free developers, actually the
PalmOS doesn't support gcc at all for OS6.0+ (i.e. full ARM applications),
only the 5.0 is supported, and there you can make either M68K application
(which runs emulated on newer PalmOS devices) or use special protocol to
detect ARM processor inside M68K application and run the ARM code stored
as data by special interface. I was really put down by all the hassle.
The Nokia S60 support is a bit better in some way. There's once again gcc
inside (builded upon some old 2.9.1 or so), it is used for "for device"
compilation and it's free and usable out of box. You can't build the newer
gcc with their ARM+SymbianOS support easily, this branch is not actually
supported by gcc development crew, so you are stuck to that 2.9. (unless
you are familiar with gcc code, and you can fix it by yourself)
But still the debug build for "phone emulator" (it's simulator in fact)
is done by either Metrowerks Codewarrior or MS Visual C++, because the
simulator is running x86 binaries, simulating only entry points to
SymbianOS API.
That's my recent experience with different embedded platforms, It may be
wrong at point or two, feel free to correct me, if you know more.
But honestly I find the gbadevkit afterwards as very smooth and pleasant
experience to work with, if you want everything free and legal. (sort of,
beucase Nintendo never liked free developers)
(if you don't mind to buy/get MS Visual Studio, the Nokia Symbian SDK
looks worth of try, PalmOS is worst, and unless you are really determined
to develop for it (or you need only M68K code, which will work w/o problem
for smaller applications, where you don't need CPU power)), don't try it
IMHO, it's not good for hobby developing)
As stated above, it's personal experience, and I may be overlooking some
facts, and doing some stupid mistakes, resulting into poor experience.
Err, the conclusion for you:
- don't bother, get devkitadv + some sources from free projects, and put
it on disc as different directory, don't mess with other gcc/lcc
installations, you will run sooner or later into problems not know by
others in community, and your non standard setup will make it hard to help
you in such case.
PED - Peter Helcmanovsky - wishing to have 48h days
Braniskova 7 Kosice 04001 Slovakia / phone +420 721308701
(_ -- actually in Brno, so don't look after me --
"~/\~" -=- deRATized RAT -=- Being beyond Yer imagination -=-
,_oo_, 7 GODS demo group WWW pages:
http://7gods.org
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