Building toolchains: Guessing the proper platform triplet - for game consoles












0














I personally am new to cross-compiling, and so far I have had to use pre-created build scripts that would automatically setup binutils and GCC for me. But those scripts are rather outdated and very old (I was surprised that the PS2 one actually worked...). So, in order to create those toolchains myself and utilize open-source SDKs, I need to get a hand on the platform triplets to pass to the --target= flag.



So far, I know that the architecture is: (maschine)-(vendor)-(os). Therefore, my MacBook returns x86_64-apple-darwin18.0.0 to represent macOS 10.14. But how do I actually obtain the proper triplets for platforms such as Sony PlayStation 3, Nintendo Wii or even some special cases like Nintendo GameBoy or Microsoft XBox 360 or Nokia N-Gage QD (S60)? I know that the 360 is actually a PowerPC, so I probably would need ppc-. But, is that really right?



When you build a cross-compiling toolchain, how do you get the platform triplet to go for? I also only know how to tell GCC to configure for cross-compiling, I haven't figured that out for LLVM Clang, yet.










share|improve this question






















  • "how do you get the platform triplet to go for?" Bad grammar aside, the toolchain prefix should not be that crucial. The build tools I use (e.g. Buildroot) allow specification of the toolchain prefix. So since I can assign the toolchain prefix when I build the toolchain and when I use that toolchain, the actual name of that prefix is not important. If I build a project that does expect a prefix different from what I created, then the makefile can usually be edited to what I have.
    – sawdust
    Dec 14 at 8:40










  • @sawdust I am not a native english speaker - I am german. :) Please excuse my occasionally bad grammar here. Well it is not so much about the prefix, that is pretty fine and easy. But if I look at the NGage QD, the CPU is described as "ARM9E". Now that would get me to arm9e-unknown. But is it elf or eabi? What exactly do I need to know to figure this part out? Thank you in advance. :)
    – Ingwie Phoenix
    Dec 14 at 22:32












  • Apparently the prefix depends on the architecture. Take a look at gcc.gnu.org/install/specific.html for the range of prefixes used by different architectures. "Now that would get me to arm9e-unknown" -- No, just the arch rather than the CPU type is used. "But is it elf or eabi?" -- I've only seen eabi or a variation of it (e.g. gnueabi or eabihf) used with ARM toolchains. So you could use arm-unknown-eabi.
    – sawdust
    Dec 18 at 22:10


















0














I personally am new to cross-compiling, and so far I have had to use pre-created build scripts that would automatically setup binutils and GCC for me. But those scripts are rather outdated and very old (I was surprised that the PS2 one actually worked...). So, in order to create those toolchains myself and utilize open-source SDKs, I need to get a hand on the platform triplets to pass to the --target= flag.



So far, I know that the architecture is: (maschine)-(vendor)-(os). Therefore, my MacBook returns x86_64-apple-darwin18.0.0 to represent macOS 10.14. But how do I actually obtain the proper triplets for platforms such as Sony PlayStation 3, Nintendo Wii or even some special cases like Nintendo GameBoy or Microsoft XBox 360 or Nokia N-Gage QD (S60)? I know that the 360 is actually a PowerPC, so I probably would need ppc-. But, is that really right?



When you build a cross-compiling toolchain, how do you get the platform triplet to go for? I also only know how to tell GCC to configure for cross-compiling, I haven't figured that out for LLVM Clang, yet.










share|improve this question






















  • "how do you get the platform triplet to go for?" Bad grammar aside, the toolchain prefix should not be that crucial. The build tools I use (e.g. Buildroot) allow specification of the toolchain prefix. So since I can assign the toolchain prefix when I build the toolchain and when I use that toolchain, the actual name of that prefix is not important. If I build a project that does expect a prefix different from what I created, then the makefile can usually be edited to what I have.
    – sawdust
    Dec 14 at 8:40










  • @sawdust I am not a native english speaker - I am german. :) Please excuse my occasionally bad grammar here. Well it is not so much about the prefix, that is pretty fine and easy. But if I look at the NGage QD, the CPU is described as "ARM9E". Now that would get me to arm9e-unknown. But is it elf or eabi? What exactly do I need to know to figure this part out? Thank you in advance. :)
    – Ingwie Phoenix
    Dec 14 at 22:32












  • Apparently the prefix depends on the architecture. Take a look at gcc.gnu.org/install/specific.html for the range of prefixes used by different architectures. "Now that would get me to arm9e-unknown" -- No, just the arch rather than the CPU type is used. "But is it elf or eabi?" -- I've only seen eabi or a variation of it (e.g. gnueabi or eabihf) used with ARM toolchains. So you could use arm-unknown-eabi.
    – sawdust
    Dec 18 at 22:10
















0












0








0







I personally am new to cross-compiling, and so far I have had to use pre-created build scripts that would automatically setup binutils and GCC for me. But those scripts are rather outdated and very old (I was surprised that the PS2 one actually worked...). So, in order to create those toolchains myself and utilize open-source SDKs, I need to get a hand on the platform triplets to pass to the --target= flag.



So far, I know that the architecture is: (maschine)-(vendor)-(os). Therefore, my MacBook returns x86_64-apple-darwin18.0.0 to represent macOS 10.14. But how do I actually obtain the proper triplets for platforms such as Sony PlayStation 3, Nintendo Wii or even some special cases like Nintendo GameBoy or Microsoft XBox 360 or Nokia N-Gage QD (S60)? I know that the 360 is actually a PowerPC, so I probably would need ppc-. But, is that really right?



When you build a cross-compiling toolchain, how do you get the platform triplet to go for? I also only know how to tell GCC to configure for cross-compiling, I haven't figured that out for LLVM Clang, yet.










share|improve this question













I personally am new to cross-compiling, and so far I have had to use pre-created build scripts that would automatically setup binutils and GCC for me. But those scripts are rather outdated and very old (I was surprised that the PS2 one actually worked...). So, in order to create those toolchains myself and utilize open-source SDKs, I need to get a hand on the platform triplets to pass to the --target= flag.



So far, I know that the architecture is: (maschine)-(vendor)-(os). Therefore, my MacBook returns x86_64-apple-darwin18.0.0 to represent macOS 10.14. But how do I actually obtain the proper triplets for platforms such as Sony PlayStation 3, Nintendo Wii or even some special cases like Nintendo GameBoy or Microsoft XBox 360 or Nokia N-Gage QD (S60)? I know that the 360 is actually a PowerPC, so I probably would need ppc-. But, is that really right?



When you build a cross-compiling toolchain, how do you get the platform triplet to go for? I also only know how to tell GCC to configure for cross-compiling, I haven't figured that out for LLVM Clang, yet.







compile gcc






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Dec 14 at 2:26









Ingwie Phoenix

6271815




6271815












  • "how do you get the platform triplet to go for?" Bad grammar aside, the toolchain prefix should not be that crucial. The build tools I use (e.g. Buildroot) allow specification of the toolchain prefix. So since I can assign the toolchain prefix when I build the toolchain and when I use that toolchain, the actual name of that prefix is not important. If I build a project that does expect a prefix different from what I created, then the makefile can usually be edited to what I have.
    – sawdust
    Dec 14 at 8:40










  • @sawdust I am not a native english speaker - I am german. :) Please excuse my occasionally bad grammar here. Well it is not so much about the prefix, that is pretty fine and easy. But if I look at the NGage QD, the CPU is described as "ARM9E". Now that would get me to arm9e-unknown. But is it elf or eabi? What exactly do I need to know to figure this part out? Thank you in advance. :)
    – Ingwie Phoenix
    Dec 14 at 22:32












  • Apparently the prefix depends on the architecture. Take a look at gcc.gnu.org/install/specific.html for the range of prefixes used by different architectures. "Now that would get me to arm9e-unknown" -- No, just the arch rather than the CPU type is used. "But is it elf or eabi?" -- I've only seen eabi or a variation of it (e.g. gnueabi or eabihf) used with ARM toolchains. So you could use arm-unknown-eabi.
    – sawdust
    Dec 18 at 22:10




















  • "how do you get the platform triplet to go for?" Bad grammar aside, the toolchain prefix should not be that crucial. The build tools I use (e.g. Buildroot) allow specification of the toolchain prefix. So since I can assign the toolchain prefix when I build the toolchain and when I use that toolchain, the actual name of that prefix is not important. If I build a project that does expect a prefix different from what I created, then the makefile can usually be edited to what I have.
    – sawdust
    Dec 14 at 8:40










  • @sawdust I am not a native english speaker - I am german. :) Please excuse my occasionally bad grammar here. Well it is not so much about the prefix, that is pretty fine and easy. But if I look at the NGage QD, the CPU is described as "ARM9E". Now that would get me to arm9e-unknown. But is it elf or eabi? What exactly do I need to know to figure this part out? Thank you in advance. :)
    – Ingwie Phoenix
    Dec 14 at 22:32












  • Apparently the prefix depends on the architecture. Take a look at gcc.gnu.org/install/specific.html for the range of prefixes used by different architectures. "Now that would get me to arm9e-unknown" -- No, just the arch rather than the CPU type is used. "But is it elf or eabi?" -- I've only seen eabi or a variation of it (e.g. gnueabi or eabihf) used with ARM toolchains. So you could use arm-unknown-eabi.
    – sawdust
    Dec 18 at 22:10


















"how do you get the platform triplet to go for?" Bad grammar aside, the toolchain prefix should not be that crucial. The build tools I use (e.g. Buildroot) allow specification of the toolchain prefix. So since I can assign the toolchain prefix when I build the toolchain and when I use that toolchain, the actual name of that prefix is not important. If I build a project that does expect a prefix different from what I created, then the makefile can usually be edited to what I have.
– sawdust
Dec 14 at 8:40




"how do you get the platform triplet to go for?" Bad grammar aside, the toolchain prefix should not be that crucial. The build tools I use (e.g. Buildroot) allow specification of the toolchain prefix. So since I can assign the toolchain prefix when I build the toolchain and when I use that toolchain, the actual name of that prefix is not important. If I build a project that does expect a prefix different from what I created, then the makefile can usually be edited to what I have.
– sawdust
Dec 14 at 8:40












@sawdust I am not a native english speaker - I am german. :) Please excuse my occasionally bad grammar here. Well it is not so much about the prefix, that is pretty fine and easy. But if I look at the NGage QD, the CPU is described as "ARM9E". Now that would get me to arm9e-unknown. But is it elf or eabi? What exactly do I need to know to figure this part out? Thank you in advance. :)
– Ingwie Phoenix
Dec 14 at 22:32






@sawdust I am not a native english speaker - I am german. :) Please excuse my occasionally bad grammar here. Well it is not so much about the prefix, that is pretty fine and easy. But if I look at the NGage QD, the CPU is described as "ARM9E". Now that would get me to arm9e-unknown. But is it elf or eabi? What exactly do I need to know to figure this part out? Thank you in advance. :)
– Ingwie Phoenix
Dec 14 at 22:32














Apparently the prefix depends on the architecture. Take a look at gcc.gnu.org/install/specific.html for the range of prefixes used by different architectures. "Now that would get me to arm9e-unknown" -- No, just the arch rather than the CPU type is used. "But is it elf or eabi?" -- I've only seen eabi or a variation of it (e.g. gnueabi or eabihf) used with ARM toolchains. So you could use arm-unknown-eabi.
– sawdust
Dec 18 at 22:10






Apparently the prefix depends on the architecture. Take a look at gcc.gnu.org/install/specific.html for the range of prefixes used by different architectures. "Now that would get me to arm9e-unknown" -- No, just the arch rather than the CPU type is used. "But is it elf or eabi?" -- I've only seen eabi or a variation of it (e.g. gnueabi or eabihf) used with ARM toolchains. So you could use arm-unknown-eabi.
– sawdust
Dec 18 at 22:10

















active

oldest

votes











Your Answer








StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "3"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fsuperuser.com%2fquestions%2f1383458%2fbuilding-toolchains-guessing-the-proper-platform-triplet-for-game-consoles%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown






























active

oldest

votes













active

oldest

votes









active

oldest

votes






active

oldest

votes
















draft saved

draft discarded




















































Thanks for contributing an answer to Super User!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.





Some of your past answers have not been well-received, and you're in danger of being blocked from answering.


Please pay close attention to the following guidance:


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fsuperuser.com%2fquestions%2f1383458%2fbuilding-toolchains-guessing-the-proper-platform-triplet-for-game-consoles%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Aardman Animations

Are they similar matrix

“minimization” problem in Euclidean space related to orthonormal basis