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## SDL Cygwin install error.

This is a discussion on SDL Cygwin install error. within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; After i svn'ed SDL lib i typed in the commands to build it and when i tried to configure it, ...

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1. ## SDL Cygwin install error.

After i svn'ed SDL lib i typed in the commands to build it and when i tried to configure it, it scrolls down to the end after all of the file checks and then says:
configure: creating ./config.status
config.status: error: cannot find input file: Makefile.in

How do you get Makefile.in?

2. Originally Posted by Twenty 2
After i svn'ed SDL lib i typed in the commands to build it and when i tried to configure it, it scrolls down to the end after all of the file checks and then says:
configure: creating ./config.status
config.status: error: cannot find input file: Makefile.in

How do you get Makefile.in?
Code:
$svn co svn://svn.ps2dev.org/psp/trunk/SDL$cd SDL
$./autogen.sh$ LDFLAGS="-L$(psp-config --pspsdk-path)/lib -lc -lpspuser" ./configure --host psp --prefix=$(psp-config --psp-prefix)
$make$ make install

3. also ensure your connected to the internet for the whole thing that may be why

4. Originally Posted by slicer4ever
also ensure your connected to the internet for the whole thing that may be why
Stupid and wrong.. The makefile.in is generated with ./autogen.sh

5. hey im just giving surgestions as thats wwhy mine wouldn't work

6. Your both wrong accualy. This is due to a recent error in the toolchain I had encountered when CYGWIN was accualy working for me. I found that the solution was to do this instead:

Code:
WANT_AUTOMAKE=1.9 ./autogen.sh
LDFLAGS="-L$(psp-config --pspsdk-path)/lib -lc -lpspuser" ./configure --host psp --prefix=$(psp-config --psp-prefix)
make
make install
Make SURE that you have WANT_AUTOMAKE=1.9 in there, or it will not work. ;)

7. hmm so has the toolchain been updated recently?

edit: as mine worked perfectly once i found out i just needed to stay connected to the internet

8. Ok first of all slice you dont need the internet after u svn the SDL... Which i have done but anyways im testin out the other ways mentioned.

Thank you linkman that fix worked.

9. o well that appeared to be a toolchain issue (since i noticed it made a bunch of configs while running)

10. Nah its pretty much a lib error or just an error with this lib. internet had nothing to do with it...

11. Perhaps your next PC should be a Mac PC not a IBM Compatible PC, then you will have Xcode, SDL, OpenGL etc all the software development packages ever need for free unlike Microsoft, and you don't need to worry about make files or toolchains, no none of that old way of doing stuff, just launch Xcode type in and build, build for PSP if you fancy with my PSPSDK for Xcode

Any ways I have released a new homebrew, all developed on Mac OS X using Xcode and hit build to port it over to PSP took 1second to get a PSP version.

It is a puzzle game and plan on doing more.

This shows what SDL can do to make development on PSP easer, Mac OS X for Mac users is included as well.

Because my SDK for making PSP homebrew is based on SDL for the Mac side of stuff it should be possible to use it on Windows with SDL installed to develope on windows like I do with Xcode on the Mac

12. Originally Posted by xart
Perhaps your next PC should be a Mac PC not a IBM Compatible PC, then you will have Xcode, SDL, OpenGL etc all the software development packages ever need for free unlike Microsoft, and you don't need to worry about make files or toolchains, no none of that old way of doing stuff, just launch Xcode type in and build, build for PSP if you fancy with my PSPSDK for Xcode
That's not true. I am currently using Code::Blocks with DevKitPSP and compiling via an IDE. This is the same when I am developing on the GP2X and PC. With different build configurations, I can churn out all the builds in one go. All of it is free and I don't have to worry about compiling toolchains as the community tends to release the libraries pre compiled.

It would take me 30mins tops to install my development environment from scratch.

Other major libraries such as ODE, OpenGL, SDL, etc are pretty much cross platform anyway and are free.

This shows what SDL can do to make development on PSP easer, Mac OS X for Mac users is included as well.

Because my SDK for making PSP homebrew is based on SDL for the Mac side of stuff it should be possible to use it on Windows with SDL installed to develope on windows like I do with Xcode on the Mac
Yes. It shouldn't be a problem at all. Probably a half hour job at most.

13. just like to know if you can use sce functions on window software.

what is GP2X device like compared to the PSP

14. Originally Posted by xart
just like to know if you can use sce functions on window software.
Do they work on the Mac without modifaction?

what is GP2X device like compared to the PSP
Not bad, the developer base is a lot more experienced so you rarely get any cheap remakes/poor first games etc like you do in the PSP scene. Pretty easy to develop for thanks to the HW SDL libraries but kind of lacks any graphics processing power at the moment. There are talks on trying to get the 2nd core to do something similar or off load some processing for sound or graphics. Emulators are pretty much on par to the PSP and Video playback is much better since it supports most DivX and Xvid variants via mplayer.

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