Closed GoogleCodeExporter closed 9 years ago
OK, the issue seems to be that the version of libgcc.a you are using uses PIC
(Position Independant Code), please try downloading the windows toolchain and
using
the libgcc.a from there (copy it into $DINGOO_SDK/lib/libgcc.a after running
install).
Also one of the logs you show seems to indicate that you've been re-installing
by
re-running the install script, that doesn't properly re-install stuff in version
1.2.5, I've fixed this in the next revision and will be committing it shortly.
I don't think that this issue is specific to astro-lander, it may just be the
first/only sample to illuminate this issue.
Original comment by Flatmush@googlemail.com
on 30 Mar 2010 at 7:50
That was indeed the problem. Here are the steps I used:
1. Remove my existing $DINGOO_SDK to start from scratch.
2. Copy libgcc.a from the Windows-CYGWIN toolchain to
$MIPSTOOLS/lib/gcc/mipsel-linux/4.1.2/
3. Extract your Dingoo SDK and follow the setup instructions.
4. CD to samples/AstroLander and run make
Most of the SML examples were having the same issue, but MineSweeper wasn't. Was
strange as this is the first time I've ever tried cross-compiling.
Thanks!
Original comment by russell.bernhardt@gmail.com
on 31 Mar 2010 at 12:08
Just to get a little familiar with the system and the SDK, I added a few
features to
the AstroLander code:
- while paused, pressing the left shoulder button quits back to the Dingoo
software
- while paused, pressing the right shoulder button cycles through the
difficulties
- implemented the 4 levels of difficulties (easy, normal, hard, ultra) to be
shown in
available health and fuel
- added a score multiplier to reflect the four difficulties (easy takes a 50%
point
penalty, normal gets 100%, hard 150%, ultra 200%)
- added an "altitude" printout in the hud, below the score just to give a rough
feel
of acceleration when no terrain is visible (or if you accidentally hit the
boost (B)
button)
I attached the diff patch in case anyone else wants to muck with it. Works well
on my
own Dingoo and so far it's my favorite game (aside from NES and SMS games).
I'm hoping to go through the headers and maybe document them so there's
something for
others to start with. Maybe roll out some very simple examples for newbies like
myself.
Thanks again for the SDK! Dingux is great and all, but it's quite glitchy and
many of
the emulators just don't make me happy, so I'm hoping to do more native
programming.
Glad someone else (with more expertise) thought it was worth it.
Original comment by russell.bernhardt@gmail.com
on 31 Mar 2010 at 7:02
Attachments:
Nice additions to the game, one little thing I'd advise is that you use the
fixed
point types rather than doubles since floating point types are very very slow
on the
dingoo. You seem interested in helping and that patch seems pretty good so I'm
going
to make you a contributor which means you'll be able to upload changes to the
code,
just make sure you test everything before you update.
If you could document the headers that'd be awesome, I keep meaning to but
haven't
had the time.
Original comment by Flatmush@googlemail.com
on 31 Mar 2010 at 9:41
Original issue reported on code.google.com by
russell.bernhardt@gmail.com
on 29 Mar 2010 at 9:45Attachments: