<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>dreamcast on Remembering things by writing them down</title><link>https://blog.jpeach.org/tags/dreamcast/</link><description>Recent content in dreamcast on Remembering things by writing them down</description><generator>Hugo -- gohugo.io</generator><language>en-US</language><copyright>Copyright &amp;copy; James Peach 2015-2023</copyright><lastBuildDate>Thu, 25 May 2023 13:53:13 +1000</lastBuildDate><atom:link href="https://blog.jpeach.org/tags/dreamcast/index.xml" rel="self" type="application/rss+xml"/><item><title>Building Dreamcast programs With GCC spec files</title><link>https://blog.jpeach.org/posts/2023/05/building-dreamcast-programs-with-gcc-spec-files/</link><pubDate>Thu, 25 May 2023 13:53:13 +1000</pubDate><guid>https://blog.jpeach.org/posts/2023/05/building-dreamcast-programs-with-gcc-spec-files/</guid><description>In the KallistiOS ecosystem, there are basically two ways to build Dreamcast programs - use the CMake toolchain support, or use the compiler wrapper scripts from the KallistiOS source tree. I was interested in the latter, but they end up depending on a large number of environment variables, which are traditionally sourced through $KOS_BASE/environ.sh. Although it&amp;rsquo;s not really a big issue to have all those environment variables, I wondered whether there was a cleaner approach.</description></item><item><title>Homebrew tricks for the Dreamcast toolchain</title><link>https://blog.jpeach.org/posts/2023/05/homebrew-tricks-for-the-dreamcast-toolchain/</link><pubDate>Sun, 21 May 2023 11:08:46 +1000</pubDate><guid>https://blog.jpeach.org/posts/2023/05/homebrew-tricks-for-the-dreamcast-toolchain/</guid><description>I&amp;rsquo;ve spent some time working on a Homebrew tap for Dreamcast development tooling, and wanted to write a little about the tricks I used in creating formula to install the Dreamcast compilation toolchain.
First, the Dreamcast toolchain is actually build and installed by the dc-chain package from the KallistiOS repository. dc-chain has 3 phases - download, unpack and build. The download phase is done by the download.sh script, which downloads the source archives of the toolchain components (gcc, binutils, newlib, gdb) for SH4 and ARM architectures.</description></item><item><title>Dreamcast development setup</title><link>https://blog.jpeach.org/posts/2023/05/dreamcast-development-setup/</link><pubDate>Wed, 17 May 2023 09:29:23 +1000</pubDate><guid>https://blog.jpeach.org/posts/2023/05/dreamcast-development-setup/</guid><description>Way back in the last century, I bought a Sega Dreamcast. One of the reasons that I like it (apart from some great games), was that there was a burgeoning homebrew development scene for it. I went and bought the various bits of hardware I thought I needed to get going, but ended up never doing anything, and it all sat in storage for 20 years.
Recently, I unpacked everythying and decided to figure it all out.</description></item></channel></rss>