--- Log opened Sun Nov 17 00:00:01 2013 | ||
--- Day changed Sun Nov 17 2013 | ||
poke53281 | hikenboot: My script take care about almost everything necessary to build the current jor1k images. | 00:00 |
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poke53281 | But it is half a year ago that I compiled my toolchain from scratch. | 00:00 |
poke53281 | So, the scripts contain definitely errors. | 00:00 |
ysangkok | i used the toolchain from the OpenRISC image | 00:00 |
ysangkok | that's a lot easier | 00:01 |
hikenboot | ok then me just skipping the make step above and continuing should get me to the same point you were at with your complete jor1k? | 00:01 |
poke53281 | hikenboot: stekern managed to compile the X basis system within two days with my scripts. And he had only 2-3 small issues | 00:01 |
poke53281 | Yes | 00:02 |
poke53281 | hikenboot: Yes | 00:02 |
hikenboot | awsome thanks I will leave you alone for the night while I try this | 00:02 |
poke53281 | ysangkok: Ok. This image should still work with jor1k. I will try your image when I am back | 00:02 |
poke53281 | Now, I have to leave. | 00:02 |
ysangkok | yes ok | 00:02 |
ysangkok | tschüss | 00:02 |
poke53281 | ysangkok: I didn't know you live in Darmstadt. I was at the accelerator ten years ago. One year before the official name of the element "Darmstadtium". I think the city had a big party when it became official :) | 00:05 |
poke53281 | tschuess | 00:05 |
ysangkok | :D | 00:05 |
hikenboot | poke53281, without the command make fetchtoolchain the next command make checktoolchain fails with make: *** No rule to make target 'checktoolchain'. Stop? | 02:26 |
hikenboot | should I do a make all instead? | 02:26 |
ysangkok | i think you can just skip it | 03:02 |
poke53281 | yes, skip it | 04:08 |
Powermaniac_ | Howdy | 06:40 |
n5nn | hi! | 10:19 |
n5nn | I am wondering, how I can proof my game concepts. | 10:20 |
n5nn | I wam wondering, If I should work entirely in the given toolchain, or if the editors should run with another toolchain | 10:21 |
n5nn | not sure if the supplied VM works well with development in general, or sdl in special | 10:22 |
n5nn | I would love to do something like this: Make with sdl for common tests, make for devboard to debug. | 10:23 |
stekern | n5nn: what is the "the given toolchain" and "the editors"? | 13:25 |
n5nn | ok. | 16:45 |
n5nn | i want to to write and an editor, that uses the same headers as the barematel openrisc app. | 16:46 |
n5nn | i would liek to test conecpts with the editor, and use the same files for the bare metal app. | 16:46 |
n5nn | -and | 16:46 |
n5nn | should i use the same toolchain for both programs? | 16:47 |
n5nn | the "editor" would use e.g. sdl. | 16:48 |
n5nn | where as the openrisc executable is still laking the graphics part, just having the "graphics" in ram. | 16:48 |
n5nn | i am missing knowledge on how to generate vga on a devboard, so i'd like to test conectps in sdl, but later reuse same libraries for my devboard. | 16:49 |
n5nn | thats why I'd like to write an editor first, and then port the libraries over to openrisc architecture. | 16:50 |
n5nn | or should the editor run under a simulated openrisc enviroment too? | 16:50 |
n5nn | is it just gibberisch waht i am trying to say? | 16:50 |
n5nn | :( | 16:51 |
stekern | n5nn: it's probably not gibberish, but I feel we are missing some information to understand it ;) | 19:36 |
stekern | editor, like a text editor? as a proof-of-concept for graphics? | 19:37 |
stekern | and you want to initially use sdl on your workstation to test this out, and then later move that onto openrisc? | 19:38 |
n5nn | exactly. | 19:39 |
stekern | sounds viable, just make sure your interface to the "backend" (sdl or framebuffer) is transparent enough | 19:40 |
n5nn | ideal, i just want it to be a framebuffer | 19:40 |
n5nn | got no idea on how to transform a framebuffer to a actual frame of (vga)-video, whereas i got a pretty good idea on how to do it in sdl | 19:41 |
stekern | I did a hack for or1ksim to add a sdl backend to simulate the framebuffer a loong time ago, but it'd need some love... | 19:42 |
n5nn | how did it turn out? | 19:42 |
n5nn | i know the orgfx did something similar | 19:42 |
stekern | ah.. ok, but that's easy, the vga/lcd core *is* the framebuffer and it generates the vga signals | 19:43 |
stekern | http://git.chokladfabriken.org/?p=starfield.git | 19:43 |
stekern | there's a very simple example how to use it from baremetal | 19:43 |
stekern | nah, orgfx is a 2d accelerator core, it's used as an addition to the vga/lcd framebuffer (and they did nothing in or1ksim afaik) | 19:45 |
n5nn | cool, thanks! will have a look! | 19:46 |
n5nn | i am trying to avoid the vga core, since it is gpl | 19:46 |
n5nn | :( | 19:46 |
stekern | 1) it's not, it's modified bsd 2) if it was, why would that be bad for you | 19:48 |
n5nn | that would make me force to gpl my game too. iirc | 19:48 |
n5nn | i'd love to use it | 19:50 |
stekern | I don't think the gpl would cross into software, but since it's not even gpl, it's not an issue | 19:50 |
n5nn | cool. did not know! thanks! very much! :-D | 19:54 |
n5nn | we were talking about the OpenCores VGA/LCD Controller core? | 19:56 |
n5nn | right? | 19:56 |
stekern | yes | 19:56 |
stekern | http://opencores.org/project,vga_lcd | 19:57 |
stekern | ...and yes, the overview page there says "License: GPL", but if you go look in all the headers of the source files, you'll see it's in fact a modified BSD license that is used | 19:59 |
n5nn | thanks for that hint! :) | 19:59 |
-!- rmarko is now known as impure_hate | 21:38 | |
hikenboot | poke53281, are you around? | 22:44 |
hikenboot | ok guess not I will come back later | 22:47 |
hikenboot | having problem compiling if I skip the make fetchtoolchain I get the following error make *** No rule to make target 'checktoolchain'. Stop. If I skip all the way down to the make or1ksim It fails after a while of compiling because it cant find things | 22:50 |
hikenboot | if i dont skip the command the rest seem to work till the last which (I havent tried but I think it will fail as you said it would | 22:59 |
--- Log closed Mon Nov 18 00:00:30 2013 |
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