Building Dreamcast programs With GCC spec files

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’s not really a big issue to have all those environment variables, I wondered whether there was a cleaner approach.
Read more...