XenoGC Full Source Code

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gtmtnbiker
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Re: XenoGC Full Source Code

Post by gtmtnbiker » Tue Mar 01, 2011 3:17 am

ct_the_1 wrote: Unfortunately the old gclib is not included... it was available time ago at http://sourceforge.net/projects/gclib/ and gcdev.com, but is gone.
The funtions needed are included in this library, especially in these header files: \GcLib\GC_(EXI,Debug,DVD,...).h

Anybody with those gclib packages (build and source) out there? :D
I sent Costis an email to a few of his addresses that I found on the net. Hopefully he'll respond back with the source code for GCLIB. From the internet archives, it seems that he was the project owner.

Does anyone know how similar GCLIB is with devkitpro? Was GCLIB the starting point for devkitpro or are they just two completely different SDKs?
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emu_kidid
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Re: XenoGC Full Source Code

Post by emu_kidid » Tue Mar 01, 2011 3:34 am

GCLib was a decent lib but costis kept it closed source and binary, it was hard to come by any version newer than the original. I would rather spend effort porting it to libOGC to be honest. Most of the code wouldn't be complex at all.
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tglaria
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Re: XenoGC Full Source Code

Post by tglaria » Tue Mar 01, 2011 4:45 pm

Let me see if I understood, it won't be possible to flash SD-Load (or Swiss) to Xeno until gclib is found?
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ct_the_1
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Re: XenoGC Full Source Code

Post by ct_the_1 » Tue Mar 01, 2011 6:43 pm

yes and no... :D

The source should be ported to devkitppc / libogc.

Someone like emu_kidid, who has advanced knowledge, could do it without the old gclib, because he can implement the missing functions from scratch.

Someone, who has very basic knowledge (like me) , could port it, but needs the original functions, so he/she can look at them, understand them and then port them.

If someone got the gclib and missing header files, it should compile fine without further modification though.
ct_the_1 (currently very busy and rarely online)

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tglaria
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Re: XenoGC Full Source Code

Post by tglaria » Tue Mar 01, 2011 7:14 pm

Well... that's kinda good....
It still means no flashing the Xeno for a while.
5chars
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Re: XenoGC Full Source Code

Post by 5chars » Tue Mar 01, 2011 8:58 pm

That looks like GCLib v1.0. Maybe someone could check it, I'm too busy these days. :/
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gclib.zip
GCLib v1.0 by Costis ?
(63.5 KiB) Downloaded 1233 times
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Dragoon
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Re: XenoGC Full Source Code

Post by Dragoon » Sat Mar 05, 2011 8:26 pm

Emu have you been able to take a look at it?
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DSmidgit
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Re: XenoGC Full Source Code

Post by DSmidgit » Wed Mar 09, 2011 3:25 pm

Anyone have the correct fuse settings for the hex?
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Link83
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Re: XenoGC Full Source Code

Post by Link83 » Thu Mar 10, 2011 4:19 pm

Did anyone see this thread/post:-
http://www.assemblergames.com/forums/sh ... post477858
arbingordon wrote:<arbin> hey costis someone lookin for you
<arbin> http://www.assemblergames.com/forums/sh ... hp?t=31610
<@costis> i cant see the post
<@costis> dont have an accnt
<arbin> o sorry
<@costis> can you either take a screenshot or pastie it or smth?
<arbin> guy is looking for GCLIB
<@costis> oh is it some Bill dude?
<arbin> some guy that sent stuff to ur sourceforge email
<@costis> if so, that guy stalked me and found a ton of my e-mail addresses
<@costis> and spammed shit to me
<arbin> his screenname is "n64coder"
<@costis> asking for gclib because he thinks that
<@costis> dsome other code used it
<@costis> whic his not true
<@costis> they just called their own thing gclib
<arbin> *link removed*
<@costis> yup.
<@costis> i never gave thme or anyone else gclib.
<@costis> someone please tell him
<@costis> that they used a different lib
<@costis> gclib was never online or released to he public
<@costis> the
<arbin> will do
<@costis> i even checked the xenogc code myself
<@costis> to make sure they were using something else (which they were)
<@costis> thx :)
It seems the GCLib used by the XenoGC code is not the same as the GCLib made by Costis.
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KirovAir
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Re: XenoGC Full Source Code

Post by KirovAir » Thu Mar 10, 2011 4:31 pm

* There might be an easter egg showing a vector cube in there somewhere, problem is no one seem to remember how to trigger it.
Anyone knows how to trigger this one now? I'll try to search it in the source code when I'm at home. :P
"The only thing more dangerous than a hardware guru with a code patch is a programmer with a soldering iron."
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andzlay
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Re: XenoGC Full Source Code

Post by andzlay » Fri Mar 11, 2011 9:12 am

Then maybe the xeno author can publish his gclib?
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tglaria
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Re: XenoGC Full Source Code

Post by tglaria » Fri Mar 11, 2011 2:50 pm

Link83 wrote:Did anyone see this thread/post:-
http://www.assemblergames.com/forums/sh ... post477858
arbingordon wrote:<arbin> hey costis someone lookin for you
<arbin> http://www.assemblergames.com/forums/sh ... hp?t=31610
<@costis> i cant see the post
<@costis> dont have an accnt
<arbin> o sorry
<@costis> can you either take a screenshot or pastie it or smth?
<arbin> guy is looking for GCLIB
<@costis> oh is it some Bill dude?
<arbin> some guy that sent stuff to ur sourceforge email
<@costis> if so, that guy stalked me and found a ton of my e-mail addresses
<@costis> and spammed shit to me
<arbin> his screenname is "n64coder"
<@costis> asking for gclib because he thinks that
<@costis> dsome other code used it
<@costis> whic his not true
<@costis> they just called their own thing gclib
<arbin> *link removed*
<@costis> yup.
<@costis> i never gave thme or anyone else gclib.
<@costis> someone please tell him
<@costis> that they used a different lib
<@costis> gclib was never online or released to he public
<@costis> the
<arbin> will do
<@costis> i even checked the xenogc code myself
<@costis> to make sure they were using something else (which they were)
<@costis> thx :)
It seems the GCLib used by the XenoGC code is not the same as the GCLib made by Costis.

:shock: :shock: :shock:
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andzlay
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Re: XenoGC Full Source Code

Post by andzlay » Fri Mar 11, 2011 3:49 pm

My favourite part of the log is:
<@costis> if so, that guy stalked me and found a ton of my e-mail addresses
<@costis> and spammed shit to me
:mrgreen:
But what is this gclib we have here in the thread?
gtmtnbiker
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Re: XenoGC Full Source Code

Post by gtmtnbiker » Fri Mar 11, 2011 4:51 pm

andzlay wrote:My favourite part of the log is:
<@costis> if so, that guy stalked me and found a ton of my e-mail addresses
<@costis> and spammed shit to me
:mrgreen:
But what is this gclib we have here in the thread?
Here's my side of the story since I'm the one who sent emails to him. I sent 1 email to his sourceforge address stating that I'm trying to build xenogc source code and need gclib. Does he have an archive that he could make available to me? 5 days later without having a response, I sent another email (1) to 3 different email addresses that I found with a 5 minute google search stating that I don't know which email address is current and apologies for multiple emails. Then I made the same gclib request.

So that was the extent of my email communications. Never heard a word from him. So is this spamming? Should I have done something different?

The least he could have done is just a simple reply saying something like "Sorry but I don't have gclib or I don't wish to make it available, yada yada"
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Link83
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Re: XenoGC Full Source Code

Post by Link83 » Fri Mar 11, 2011 6:26 pm

Sounds fair enough to me, but perhaps you were not the only person emailing Costis about GCLib?
zdebel
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Re: XenoGC Full Source Code

Post by zdebel » Sat Mar 12, 2011 7:47 pm

Keep in mind guys that the uc that's used in xeno gc is atmega8, it has 8KB of flash memory, so it won't be possible to put sdload/swiss in it (it's too big).
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ct_the_1
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Re: XenoGC Full Source Code

Post by ct_the_1 » Sat Mar 12, 2011 7:55 pm

zdebel wrote:Keep in mind guys that the uc that's used in xeno gc is atmega8, it has 8KB of flash memory, so it won't be possible to put sdload/swiss in it (it's too big).
Psst, it is possible to use a loader program, that will run from memory card, by pressing the right buttons. ;-)
And you can remove the unneeded thing from the source of course (credits / shell).
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yamaharacer
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Re: XenoGC Full Source Code

Post by yamaharacer » Sat Mar 12, 2011 10:51 pm

ct_the_1 wrote:
zdebel wrote:Keep in mind guys that the uc that's used in xeno gc is atmega8, it has 8KB of flash memory, so it won't be possible to put sdload/swiss in it (it's too big).
Psst, it is possible to use a loader program, that will run from memory card, by pressing the right buttons. ;-)
And you can remove the unneeded thing from the source of course (credits / shell).

hi, would it be possible that you prepare a tutorial how we can edit the code to load dol files from the memory card like you said? or would you just post a edited hex file or anything?
Hells Guardian
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Re: XenoGC Full Source Code

Post by Hells Guardian » Sun Mar 13, 2011 1:36 am

You need a way to compile it before it'll be any use.
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Re: XenoGC Full Source Code

Post by yamaharacer » Sun Mar 13, 2011 7:50 am

i have visual studio 2010 that would be a problem.
Hells Guardian
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Re: XenoGC Full Source Code

Post by Hells Guardian » Sun Mar 13, 2011 12:43 pm

I highly doubt that visual studio alone will do or we would have seen some mods of the code already.
yamaharacer
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Re: XenoGC Full Source Code

Post by yamaharacer » Sun Mar 13, 2011 2:14 pm

Hells Guardian wrote:I highly doubt that visual studio alone will do or we would have seen some mods of the code already.

I dont think there are so much people out there who waste their time in gamecube developing. just the hardcore gamecube fans in this community work on on it. so it needs time for that few people who try to do this.

and I dont think that it would need more than visual studio 10 because its also just only a C code. nothing unnormal.
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Dragoon
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Re: XenoGC Full Source Code

Post by Dragoon » Mon Mar 14, 2011 5:02 pm

yamaharacer wrote:
Hells Guardian wrote:I highly doubt that visual studio alone will do or we would have seen some mods of the code already.

I dont think there are so much people out there who waste their time in gamecube developing. just the hardcore gamecube fans in this community work on on it. so it needs time for that few people who try to do this.

and I dont think that it would need more than visual studio 10 because its also just only a C code. nothing unnormal.
I doubt it will create a ELF/bin/DOL file, unless you can port this to ProDG for GC (vs 6) along with the official GCN SDK.
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Hells Guardian
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Re: XenoGC Full Source Code

Post by Hells Guardian » Mon Mar 14, 2011 5:29 pm

Well it's not neccesarily a dol we are looking to build. If I'm not mistaken this chip code needs some unknown GCLib that No one seems to have.
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Re: XenoGC Full Source Code

Post by yamaharacer » Mon Mar 14, 2011 7:27 pm

Dragoon wrote:
yamaharacer wrote:
Hells Guardian wrote:I highly doubt that visual studio alone will do or we would have seen some mods of the code already.

I dont think there are so much people out there who waste their time in gamecube developing. just the hardcore gamecube fans in this community work on on it. so it needs time for that few people who try to do this.

and I dont think that it would need more than visual studio 10 because its also just only a C code. nothing unnormal.
I doubt it will create a ELF/bin/DOL file, unless you can port this to ProDG for GC (vs 6) along with the official GCN SDK.

why do we need a dol file? we need a hex file which will be flashed on an atmega 8l µC and the program on the chip loads a dol file from an memory card.
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