Apple Macs


johnno15

GP Guru Wannabe
Joined
Mar 8, 2003
Messages
404
Age
41
will a gp32 work with a mac im a bit confused ive managed to persuade a friend to buy a gp32 but he wont shell out the cash till he knows for definet that it works with a mac ;)
 
yes, but you have to use a pc to install software like movie park, but all the "home brew" games and emulators dont have to be installed the same way, so tell him to get a card reader too :D

-posted at the same time as A600's post-
 
smash posted on May 25 2003 said:
yes, but you have to use a pc to install software like movie park, but all the "home brew" games and emulators dont have to be installed the same way, so tell him to get a card reader too :D

-posted at the same time as A600's post-
Exactly. I use a Mac, m'self, and I have a GP32. No problems. I just transfer files via a cardreader. :D
 
Last edited by a moderator:
I have used Macs with GP32 since day one. Get a decent SMC reader/writer as it helps. Maclink is a command line tool, which can be used to exchange information between Mac and GP32. Maclink is essentially a programmers tool so no fancy GUI. There were/are some issues with GP32 USB compatibility with Mac OSX USB (due the fact the GP32 USB driver is broken). OSX 10.1.X has no complications with GP32 so you can even use Maclink to dig out the PDUID and then register the Free Launcher. OSX 10.2.1 -> 10.2.5 Apple changed something in their USB drivers, which made GP32 unusable with Maclink. This was _fixed_ by several custom firmwares (also available at www.deadcoderssociety.tk) but you need a PC for the initial bootstrap (for retrieving the PDUID..). I have no idea if the GP32 USB works now out of box with OSX 10.2.6... someone should test. Anyway Mac and GP32 go together very well. Homebrew GCC based development environment is up to date with other architectures.. even not a bit ahead of Windows one (due the support for USB based GDB-debugging). Cheers <_<
 
mr.spiv posted on May 26 2003 said:
I have no idea if the GP32 USB works now out of box with OSX 10.2.6... someone should test. Anyway Mac and GP32 go together very well. Homebrew GCC based development environment is up to date with other architectures.. even not a bit ahead of Windows one (due the support for USB based GDB-debugging). Cheers <_<
Sorry, can't test, already flashed your MultiFW :p

Now that you mention it, I still have to compile something with your latest gcc Mac-SDK successfully, maybe I'm doing something wrong, maybe something was missing that's on your machine but not on mine.

And why the heck is it installed in /usr/share? Shouldn't it be located in /usr/local/... as everything user-installed?
 
Last edited by a moderator:
I'd like to know what kind of problems & errors you have when compiling with the devkit.. (I use the same gcc3.2.2 distribution for both GP32 & GBA deving.. so it should work ok). And why /usr/share..? Actually thinking it about now, I can't remember the reason. Maybe there was some good reason for that :blink:
 
mr.spiv posted on May 27 2003 said:
I'd like to know what kind of problems & errors you have when compiling with the devkit.. (I use the same gcc3.2.2 distribution for both GP32 & GBA deving.. so it should work ok). And why /usr/share..? Actually thinking it about now, I can't remember the reason. Maybe there was some good reason for that :blink:
Maybe, since I copied it to /usr/local/gp32, where I thought it felt better, and, well, I'm getting tons of missing include files errors etc. Yes, I changed all paths, no, I can't tell you exactly what went wrong, till I'm too busy to play with GP stuff right now. As soon as I have some spare time, I'll try again and see what seems to be missing or if I did something wrong.

If you had a running version located at the "right" place ready by then, I'd be really pleased :D
 
Last edited by a moderator:
Uh-oh... gcc hardcodes the path one gives to it during compilation time. So every single path in every binary in the whole package points to /usr/share/gcc
so no wonder it has hard time finding binaries. You might consider doing some PATH settings or adding a soft link to /usr/share...
 
mr.spiv posted on May 28 2003 said:
Uh-oh... gcc hardcodes the path one gives to it during compilation time. So every single path in every binary in the whole package points to /usr/share/gcc
so no wonder it has hard time finding binaries. You might consider doing some PATH settings or adding a soft link to /usr/share...
I remember moving it where you put it as well and adding a link, if it would have worked then, I would have kept it like that, so that doesn't seem to be what went wrong. More later ;)
 
Last edited by a moderator:
mr.spiv posted on May 28 2003 said:
Uh-oh... gcc hardcodes the path one gives to it during compilation time. So every single path in every binary in the whole package points to /usr/share/gcc
so no wonder it has hard time finding binaries. You might consider doing some PATH settings or adding a soft link to /usr/share...
Ok, I just took some time (not that there wasn't any serious work to do. ahem) and de- and re-installed everything, and now it works. I even moved it to /usr/local (with a link in /usr/share) so that I don't delete it if I reinstall the system someday. Your sprite example code compiled just fine, and the "make run" feature is just sweet. I was thinking about including an "upload" make target to speed up testing, but then I saw it was already there. Nice :D
 
Last edited by a moderator:
Yeh.. good to hear things sorted out for you. And yes with current Mac dev env you really don't miss the emulator as deving using real hw is pretty fast & painless.
 
Back
Top