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Installing Cygwin
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Building PowerPC toolchain
Making Binutils
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Making Newlib
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Compiling libOGC

Testing LIB and compilers
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  Gamecube Development Introduction
  Written: January 23rd, 2002 @ 18:09 GMT By: Thorsten Titze
 
 

The Nintendo Gamecube is quite a capable and interesting home-entertainment device but sadly due to the inability of being able to develop and run homebrewn code on it not development scene has been established.

But with the finding of a bug in the online game Phantasy Star Online 1&2 all of this changed drastically. With this exploit anyone with an unmodified GameCube, the BroadBand Adapter and the needed software is able to run homebrewn code on his GameCube.

The first step in getting ready for development on this machine is getting a fully working cross-compiler set working. As before with my Dreamcast and Playstation 2 tutorials, I will guide you step-by-step through the process of compiling and using the compilers for the Gamecube.

Sadly, as of this writing no real usable opensource/freeware high-level API or SDK for the GameCube is available. But at least there is the rudimentary OpenGC devkit, which enables the user to use the framebuffer (excluding 3D or any graphics acceleration) and some very basic stuff. So far this API does not include any sound-routines, real memory-card access or network code. But it's a beginning.

It could even be possible that in the future there might be a KallistiOS (see my Dreamcast section) port on the Gamecube.

NOTE:
I do not support piracy in any way, so don't bug me if you are searching sites for ISOs of games, ripping tools or anything illegal. If you have questions concerning development, feel free to eMail me and I'll answer if I can . But eMails about illegal stuff will be ignored and trashed !!!

  [NO LINKS PROVIDED]

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Last updated @ 17-Jan-2004 10:04 PM Contact me via eMail