Christian Berger
Revision History
Revision | Date | Author |
---|---|---|
Revision 1.2 |
06/11/2003 | Christian Berger (c.berger@tu-braunschweig) |
Revision 1.1 |
04/03/2003 | Christian Berger (c.berger@tu-braunschweig) |
Revision 1.0 |
03/27/2003 | Christian Berger (c.berger@tu-braunschweig) |
Copyright (c) 2003 Christian Berger (c.berger@tu-braunschweig.de).
Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License".
This article describes the necessary steps and backgrounds for building a software router with the operating system Linux on a SEGA gaming console. Therefore, it points out the way of building and designing a toolchain for compiling programs and the Linux kernel in conclusion with the build of a Linux operating system from scratch running entirely in the memory.
Today, the total costs of ownership (TCO) of a personal computer are that low, so why am I trying to build a software router on a gaming console? More aspects wake my curiosity to walk on the very stony way for getting Linux on the gaming console.
First, the hardware architecture is a non-x86 computer system, so the attraction for getting in contact with a foreign platform is one reason. Next, I want to know, how to setup and use cross compilers. If you have a running cross compiler, you're on a very shiny way - but, cross compiler raise (other) problems you won't probably have if you are just trying to compile your favorite program which was normally designed for an x86 platform. Last but not least, I haven't found any articles describing these steps I've shortly explained above, so, I want to be the first :-)