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-   -   Hooray!!! Rockchip SDK! (http://mympx.org/forum/general-discussion/43348-hooray-rockchip-sdk.html)

AleMaxx 19th Oct 2009 12:54 pm

Actually the BASE.RKW format looks like this:

1) Header - start with "KRDL", the struct is in rkwpatch.c and can also be found somewhere in the SDK (has a CRC32 value of the header at the end). This part needs no modification if you change some bytes in the code.
2) code + CRC32 appended - ARM binary code & CRC32 of the code.

So basically if you want to change some bytes in the code: load the whole file into a buffer, change your bytes and replace the last 4bytes by the crc32 value of the code (code means the data starting from sizeof(header) and ending at filesize-4). Then you write the whole buffer to a file and you have a modified and working firmware. This amounts to doing some fileio and using the crc32 code from rkwpatch.c (+ that header iirc).

Regards

flasher86 21st Oct 2009 6:37 am

16GB MP5 PMP -4.3" LCD + SD CARD SLOT <OZ SELLER - OZtion Auction Item 6936472

look at this player, it's RK2706 based and has RKP platform. The auction is ended but it proves that it is possible, maybe ZSP500 also has no problems with ZSP400 instructions? If this player runs RKP natively it is as I said, and we have already got the compiler. It has up to 32bit data types so no huge limitations will arise. Other possibility is that RKP files are emulated, and it would also be useful if we got the FW of such a player.

flasher86 21st Oct 2009 12:49 pm

I think I've been cheated by TinyDeal. I am not really sure but they may sent me a hacked player which appears to be 8GB but its actually 4GB. I can't believe my own eyes. I didn't check it at first because 8GB is a lot of space, besides I've got all my music in SD Card. But I tried to put some films in it, and I cant read them now.

I'm just performing the full test on the player by some freeware tool, to eliminate some FAT32 errors and be sure whether I can store >4GB or not.

EDIT: Everything I put above 4GB is not readable, either in the player or on the computer. I've been cheated!! :-(

sid6581 21st Oct 2009 1:42 pm

Quote:

Originally Posted by flasher86 (Post 283695)
I think I've been cheated by TinyDeal. I am not really sure but they may sent me a hacked player which appears to be 8GB but its actually 4GB. I can't believe my own eyes. I didn't check it at first because 8GB is a lot of space, besides I've got all my music in SD Card. But I tried to put some films in it, and I cant read them now.

I'm just performing the full test on the player by some freeware tool, to eliminate some FAT32 errors and be sure whether I can store >4GB or not.

EDIT: Everything I put above 4GB is not readable, either in the player or on the computer. I've been cheated!! :-(

I have opened mine.
I can clearly see that two 4GB MLC NAND flash chips are there.
You probably have the same ? Do you plan on opening your player ?

flasher86 21st Oct 2009 1:45 pm

Is it easy to open it? I mean, will I make scratches while doing this?

BTW. Haven't you got the same player but 4GB version? I think you mentioned that somewhere here, but I may be wrong.

Molitor 21st Oct 2009 5:08 pm

This player? 8GB 3 16:9 QVGA MP3 MP4 MP5 Player FQ5-8R [MP4] - $43.70 : TinyDeal Direct Online Store, MP4/MP3 Player, Mobile Phone, Memory Card, Accessories

That's the Google cache. They don't seem to have that anymore, but, curiously, they do have the 4GB version:
4GB 3 QVGA 16:9 MP3 MP4 MP5 Player FQ5-4R [MP4] - $37.81 : TinyDeal Direct Online Store, MP4/MP3 Player, Mobile Phone, Memory Card, Accessories

Where does it identify as an 8GB player, in the system info panel?

flasher86 21st Oct 2009 9:34 pm

Everywhere, but when I put more files in it, they are either completely unreadable, or partly. Sometimes it breaks the structures of the directories, and makes them undeletable.

I contacted them, and waiting for answer.

Molitor 22nd Oct 2009 5:15 am

Sorry to hear about that. Hope you can get it resolved in a reasonable manner.

knob 22nd Oct 2009 10:44 am

Sorry to hear about your problem flasher.
It could a defective player, badly soldered memory chips or something.

I don't think the seller is always aware of hacked players, akaik the hacking is carried out by this factory to increase their profit, hope you can get this problem resolved.

btw it's a bit tricky opening this player up, I had to do it once to short out the nand to get into rockusb mode.

You need to remove the 2 screws from the end and ease the player apart in the middle, there are 2 hidden tabs that hold the player together in the middle, but I did scratch my player a bit because I tried to force it apart without realising about the 2 hidden tabs.

Also the buttons are a bit tricky to line up when re- assembling the player.

flasher86 24th Oct 2009 1:33 pm

How to take off that memory hack? I even identified from what address the dummy memory starts. But still I don't know how to format it to 4GB. Is there any utility where I can choose the region?

I contacted TinyDeal, but some idiots work there. They ask me stupid questions... e.x. they want to have a photo of system information on screen of the player. I told them it shows 8GB and they seem not to read my emails with understanding... I know my English is not perfect but damn, it's understandable.

BTW. Sid and Knob, did you tried to run Ramos 970 Firmware on our player? Does the audio work well or it is distorted?

knob 25th Oct 2009 3:53 am

You can set the partition size with the upgrade tool, try and increase the size of the firmware partition a little, that will force the main partition to be recreated.
You will need to use the RK27DM tool first to get into rockusb mode then use the upgrade tool to set the partition size and reload your firmware.

If you are successful I would do a photo as they suggest and ask for the $10 dollars or so
refund price difference.

http://mympxplayer.org/rk27dm-repair...706-df947.html
http://mympxplayer.org/rockchip-rk27...v25-df881.html

Quote:

did you tried to run Ramos 970 Firmware on our player?
I think there are no audio options for the RAmos player just the button options, but I tried to get it to work and just came up with errors.

flasher86 25th Oct 2009 4:27 am

Thanks for help with this memory hack, I will try to experiment with this.

Quote:

Originally Posted by knob (Post 283785)
I think there are no audio options for the RAmos player just the button options, but I tried to get it to work and just came up with errors.

I meant, if somebody tried original FW from Ramos on our player, not the one in SDK.

knob 25th Oct 2009 8:41 am

I tried the early RAmos firmware on another nokia type RK27xx player I have, but the RM970 screen size is 2.8" (320x240) and the screen was messed up.

flasher86 25th Oct 2009 9:36 am

I ask because I havent stopped searching the code to find out what's wrong with the audio.

I found one major issue in I2S_PowerOnInit, I think connected with Scu_ClockEnable function.

Here is the code from the compiled SDK:
Code:

ROM:60009AD0 I2S_PowerOnInit                        ; CODE XREF: Audio_Init+8p
ROM:60009AD0                                        ; UHInitialiseFirst+18p
ROM:60009AD0                STMFD  SP!, {R4,LR}
ROM:60009AD4                MOV    R4, R0
ROM:60009AD8                LDR    R0, =0x1801C018
ROM:60009ADC                LDR    R1, [R0]
ROM:60009AE0                MOV    R2, #0x10000
ROM:60009AE4                BIC    R1, R1, R2
ROM:60009AE8                STR    R1, [R0]
ROM:60009AEC                LDR    R1, [R0]
ROM:60009AF0                MOV    R2, #0x20000
ROM:60009AF4                BIC    R1, R1, R2
ROM:60009AF8                STR    R1, [R0]
ROM:60009AFC                MOV    R0, #0x64
ROM:60009B00
ROM:60009B00 loc_60009B00                            ; CODE XREF: I2S_PowerOnInit+34j
ROM:60009B00                SUBS    R0, R0, #1
ROM:60009B04                BNE    loc_60009B00
ROM:60009B08                MOV    R0, #0xF
ROM:60009B0C                BL      Intr_Disable

The function Scu_ClockEnable is an inline type, so no redirection in the code is performed.
But in the FW with well working audio it look like this:
Code:

ROM:60009858 I2S_PowerOnInit                        ; CODE XREF: Audio_Init+8p
ROM:60009858                                        ; UHInitialiseFirst+2Cp
ROM:60009858                STMFD  SP!, {R4,LR}
ROM:6000985C                MOV    R4, R0
ROM:60009860                MOV    R0, #0x10
ROM:60009864                BL      _I2S_EnableClock
ROM:60009868                MOV    R0, #0x11
ROM:6000986C                BL      _I2S_EnableClock
ROM:60009870                MOV    R0, #0x64
ROM:60009874
ROM:60009874 loc_60009874                            ; CODE XREF: I2S_PowerOnInit+20j
ROM:60009874                SUBS    R0, R0, #1
ROM:60009878                BNE    loc_60009874
ROM:6000987C                MOV    R0, #0xF
ROM:60009880                BL      Intr_Disable

there is this function introduced _I2S_EnableClock (my name). The function doesn't exist in SDK at all. This is its code:
Code:

ROM:600E28BC _I2S_EnableClock                        ; CODE XREF: sub_600022B8+2Cp
ROM:600E28BC                                        ; sub_600029F0+3Cp ...
ROM:600E28BC                LDR    R3, =0x1801C000
ROM:600E28C0                LDR    R1, [R3,#0x18]
ROM:600E28C4                MOV    R2, #1
ROM:600E28C8                BIC    R0, R1, R2,LSL R0
ROM:600E28CC                STR    R0, [R3,#0x18]
ROM:600E28D0                BX      LR
ROM:600E28D0 ; End of function _I2S_EnableClock

if someone know how to translate it to C or how to put this code in *.s file to add it to ADS I would be glad. Perhaps this is the reason.

AleMaxx 25th Oct 2009 11:04 am

Hi, glad you guys returned from that kinda off-topic discussion :-).
I would translate the above to:
Code:

#define APB0_SCU_BASE        0x1801C000 // declared in hw_memmap.h
#define SCU_CLKCFG                (SCU_BASE + 0x0018)

void _I2S_EnableClock(uint32_t param)
{
        uint32_t clkcfg;
       
        clkcfg = read_reg32(SCU_CLKCFG);
        clkcfg &= ~(1 << param);                        // clears the param-th bit
        write_reg32(SCU_CLKCFG, clkcfg);
}

void I2S_PowerOnInit()
{
        int i;

        _I2S_EnableClock(16);
        _I2S_EnableClock(17);
        for (i=0; i<100; i++);                // kinda: wait / count to 100
        Intr_Disable(16);
       
        // ...
}

Although it currently looks to me as if the 1st I2S_PowerOnInit does the same except that the _I2S_EnableClock is indeed 'inline' and the shift is therefore done by the compiler (1<<16 = 0x10000).

Molitor 25th Oct 2009 11:09 am

Flasher, isn't that function that you're looking for Scu_ClockEnable, in system\driver\clock\hwapi_scu.h? Note the ".h" extension, as it's an inline function. Your disassembly is identical in my original (good) firmware, and the firmware with the audio bug (but that may be a different bug, as it's a different player), and =0x1801C000 is SCU_CPU0_CODEBASE. Here it is, from the SDK, or am I misunderstanding?

/
Code:

**************************************************************************
* 函数名称: Scu_ClockEnable
* 函数描述:  enable a module clock
* 入口参数: Clock_Disable_t :  module IP name
* 出口参数: 无
* 返回值:      无
* 注释:
***************************************************************************/
__inline void Scu_ClockEnable(SCU_Clock_t clk_id)
{
    pSCUReg->SCU_CLKCFG &= ~(1 << clk_id);
}

void Scu_ModuleReset(Module_Reset_t Module_id, BOOL Reset);
void Scu_ClockSet(SCU_Clock_t clk_id, BOOL Enable);
void SCU_SetCodecFreq(UINT32 nKHz);

Also, there's an SDK bug flagged by the compiler that might get lost in all the other warnings. In system\driver\cache\hw_cache.c, there's two functions Cache_FlushWay and Cache_FlushDataLine. They have for loops that look like this:

Code:

    for (i = 100; i = 0; i--)
    {
        .
        .
    }

That should almost certainly be:

Code:

    for (i = 100; i == 0; i--)
    {
        .
        .
    }

Otherwise you're just assigning 0 to i, which returns a true, which causes it to skip everything inside of the loop. Of course, I've seen enough "#if 0" code in the SDK so this might be intended. This last error isn't related to anything specifically, I just thought I'd mention it.

Molitor 25th Oct 2009 12:23 pm

Incidently, in comparing my original FW with the broken audio FW, I've found a difference in IOMUX_PowerOnInit:

My original FW:

Code:

ROM:6002AC60 IOMUX_PowerOnInit
ROM:6002AC60                STR    LR, [SP,#-4]!
ROM:6002AC64                LDR    R0, =0x14200
ROM:6002AC68                LDR    R1, =SCU_CPU0_BASE
ROM:6002AC6C                STR    R0, [R1,#0x30]
ROM:6002AC70                MOV    R0, #0x40000
ROM:6002AC74                STR    R0, [R1,#0x34]
ROM:6002AC78                MOV    R1, #1
ROM:6002AC7C                MOV    R0, #0
ROM:6002AC80                BL      IOMUX_SetPwmPort
ROM:6002AC84                MOV    R0, #2
ROM:6002AC88                BL      IOMUX_SetI2CType
ROM:6002AC8C                MOV    R0, #0
ROM:6002AC90                BL      IOMUX_SetI2SType
ROM:6002AC94                MOV    R0, #1
ROM:6002AC98                BL      IOMUX_SetUart0Port
ROM:6002AC9C                MOV    R0, #0x20000
ROM:6002ACA0                BL      IOMUX_SetPanelType
ROM:6002ACA4                MOV    R0, #1
ROM:6002ACA8                BL      IOMUX_SetSDPor
ROM:6002ACAC                MOV    R0, #2
ROM:6002ACB0                LDR    LR, [SP],#4
ROM:6002ACB4                B      IOMUX_SetSDRAMType

The broken audio FW:

Code:

ROM:6002AC60 IOMUX_PowerOnInit             
ROM:6002AC60                STR    LR, [SP,#-4]!
ROM:6002AC64                MOV    R0, #0
ROM:6002AC68                LDR    R1, =0x14200
ROM:6002AC6C                LDR    R2, =SCU_CPU0_BASE
ROM:6002AC70                STR    R1, [R2,#0x30]
ROM:6002AC74                STR    R0, [R2,#0x34]
ROM:6002AC78                MOV    R1, #1
ROM:6002AC7C                MOV    R0, #0
ROM:6002AC80                BL      IOMUX_SetPwmPort
ROM:6002AC84                MOV    R0, #2
ROM:6002AC88                BL      IOMUX_SetI2CType
ROM:6002AC8C                MOV    R0, #0
ROM:6002AC90                BL      IOMUX_SetI2SType
ROM:6002AC94                MOV    R0, #1
ROM:6002AC98                BL      IOMUX_SetUart0Port
ROM:6002AC9C                MOV    R0, #0x20000
ROM:6002ACA0                BL      IOMUX_SetPanelType
ROM:6002ACA4                MOV    R0, #1
ROM:6002ACA8                BL      IOMUX_SetSDPor
ROM:6002ACAC                MOV    R0, #2
ROM:6002ACB0                LDR    LR, [SP],#4
ROM:6002ACB4                B      IOMUX_SetSDRAMType

Recapping, I have this player: Amazon.com: Pro Ebiz NEW 16gb 3" TFT Touchscreen Mp3 / Mp4 / Mp5 Player (Plays Avi/rm/rmvb/flv Without Conversion): Electronics, which I will henceforth refer to as a "200X-type player". In the original FW, everything works except I get a ticker noise when the display is on. I put another FW (not the SDK) on it, and it cured the ticker, but killed the external speaker. It also made the audio sound distant and strange. Otherwise, this broken FW is indistinguishable to me from the original.

I'm trying to get the buttons to work in the SDK. That audio bug hasn't hit me yet, as I've been unable to detect any buttons or the touchscreen, although the compiled FW seems to run without any horrible issues. It just starts, I see the bouncing headphone sphere, and the screen goes dark as it times out. I have to hit reset to turn it off, or plug in the USB, which works normally. I've tried a bunch of things, and so far, no joy.

sid6581 25th Oct 2009 12:32 pm

Quote:

Originally Posted by Molitor (Post 283794)
Incidently, in comparing my original FW with the broken audio FW, I've found a difference in IOMUX_PowerOnInit:

Mmmhh I don't see much difference here, the I2C and I2S type are the same...

For our player, we use the internal RK27xx CODEC.

I2C is set-up to I2C_Internal (2)
I2S is set-up INTERNAL_CODEC (0)

AleMaxx 25th Oct 2009 2:07 pm

The only difference I found is that different values get written to RegIoMuxB register (SDRAM address pin 12 or GPIO pin on port F (bit 18)). Seems to be quite audio-unrelated but you might want to check that yourself.

flasher86 25th Oct 2009 2:22 pm

Well, it might be anything. My observations tell me that headphone amplifier is just turned off, so the audio has a weak signal and it works properly only with external amplifier, which also may suggests why speaker doesn't work at all. So it's maybe only a matter of one pin set to high.

As far as I noticed this audio issue happens mostly on RK2705, while on RK2706 the same code runs ok. Perhaps the first one needs a special external power sent to the headphones.

Please note that the audio problem occurs only with simple headphones WITHOUT amplifier. I plugged it into pc speakers and it works fine. And someone else here plugged it into wireless headphones (with amplifier) and it also worked ok.

Molitor 25th Oct 2009 6:28 pm

Yes, the difference in what I posted was what is sent to IOMUX_SetPwmPort(). It should be unrelated, but since it sets bits in RegIOMuxB just like IOMUX_SetI2SType(), plus, it's a difference between good and bad FW, it might be worth a look. I'd test it if I could, but I'm not that far along.

I've read about Pin 18 (where the 0x40000 is sent) on RegIOMuxB, but I can't figure out exactly what it does:

sdtaddr12_gpiof_sel (SDT/GPIO IO MUX control)
0: sdt addr12 1: gpiof

Doesn't look like it would affect audio, but doesn't look much like it would be a PWM port, either.

It looks like sending 0x40000 to RegIOMuxA disables the internal codec. But that doesn't happen, it just caught my eye in the docs.

Molitor 29th Oct 2009 5:53 am

Can someone tell me, in the SDK, where the initial code is that spawns the GUI code. If I trace from main() or the linker's entry point, I never reach the GUI. Where is all this spawned, exactly?

AleMaxx 29th Oct 2009 7:45 am

Maybe from some message-handler. I guess as soon as this RockCoreStart() is called the OS takes over. This should all be in the source.

WIZARD 3rd Nov 2009 7:49 am

Working Links
 
Please read this topic:
http://mympx.org/forum/general-discu...ing-links.html

P.S. Also test the new Wolf3D engine for Rockchips (3D Graphics! :eek: Awesome!)
http://ypokhilko.vn.ua/apps/

WIZARD 5th Nov 2009 12:22 pm

Wolf3D
 
Let's test the new Wolf3D v0.2 demo-alpha version ! :rolleyes:
http://ypokhilko.vn.ua/apps/

P.S. I'll make an update to the Games&Apps archive soon.
As you see, my links are to the Folders not to Archives;
so the links will not become broken again.

WIZARD 9th Nov 2009 10:26 am

v0.3
 
New Wolf3D v0.3 is available now. Test, please. :rolleyes:

photon40 11th Nov 2009 4:05 am

Where can I get RK26 SDK
 
Where can I get RK26 SDK? How can I get started to develop? Do I need a special firmware? Do I need a JTAG? Does the MP4 has a USB bootloader by default? How can I enable it?

Thanks.

WIZARD 11th Nov 2009 11:47 am

Download
 
Quote:

Originally Posted by photon40 (Post 284048)
Where can I get RK26 SDK? How can I get started to develop? Do I need a special firmware? Do I need a JTAG? Does the MP4 has a USB bootloader by default? How can I enable it?

Thanks.

Download links for SDK:
http://mympx.org/forum/general-discu...ing-links.html

photon40 11th Nov 2009 11:48 pm

Looks like I have to read the 47 pages to get what I am looking for. I appreciate if a kind wizard guide me to start development. I am experienced embedded system developer and I think this platform is good to play with.

1) I have a player with 2608a chip, can I develop for it?
2) I am more into modifying the firmware (at least the main menu) as well as developing new applications/games. Is that possible?
3) What compiler should I use? Can GCC for ARM do it?
4) In what page, in this thread, should I start reading (47 pages are too much to follow)
5) Any instructions on how to compile and build games?
6) Any instructions on how to compile/build the firmware? I know there is a custom firmware around , where can I get it.

Thanks for you all for the great job!

AleMaxx 12th Nov 2009 4:11 am

Quote:

1) I have a player with 2608a chip, can I develop for it?
I think so, the folder "RK225_Dict" (in the SDK archive) contains the rk2608 firmware afaik.
Quote:

2) I am more into modifying the firmware (at least the main menu) as well as developing new applications/games. Is that possible?
The firmware is in there (see above).
Quote:

3) What compiler should I use? Can GCC for ARM do it?
I havent been working on the rk2608 but I think its a 8051 + zsp400 dsp combo. So you will need those compilers.
Quote:

4) In what page, in this thread, should I start reading (47 pages are too much to follow)
I recommend reading the source and I think there is a rk2608 datasheet available somewhere.
Quote:

5) Any instructions on how to compile and build games?
Ask wizard or knob, I think there is some special app available that lets you compile rkp-games.
Quote:

6) Any instructions on how to compile/build the firmware? I know there is a custom firmware around , where can I get it.
There should be some kind of Makefile or project file in the firmware source so you might just try that.

Regards

WIZARD 12th Nov 2009 4:11 am

Answers
 
Quote:

Originally Posted by photon40 (Post 284057)
1) I have a player with 2608a chip, can I develop for it?

Yes.
Quote:

Originally Posted by photon40 (Post 284057)
2) I am more into modifying the firmware (at least the main menu) as well as developing new applications/games. Is that possible?

Yes.
Quote:

Originally Posted by photon40 (Post 284057)
3) What compiler should I use? Can GCC for ARM do it?

I'm not sure if you can do it with GCC.
Quote:

Originally Posted by photon40 (Post 284057)
4) In what page, in this thread, should I start reading (47 pages are too much to follow)

Chapter I: "Looking for the SDK" - 1-6 pages
Chapter II: "First steps" - 7-17 pages
Read chapters I & II only if you're really interested in how we got those awesome tools and figure out how to use them.
Chapter III: "We're developers" 18-48 pages
Yes, it's long, but contains a lot of useful information.
I think it will not take more than 20 minutes to run through it.
Quote:

Originally Posted by photon40 (Post 284057)
5) Any instructions on how to compile and build games?

First of all, read the "Introduction of developing game for Rockchips 260X series" (it's inside the Rockchip SDK archive)
Write the source code using a C compilator, like Microsoft Visual Studio 2008 (use torrents)
Then install the FWTools v2.6.10 (ReadMe.txt) and generate some output files.
Install the Rockchip GDK, choose the settings and select your generated files from the previous step,
and hit the "Link" button to create the .rkp file.
Quote:

Originally Posted by photon40 (Post 284057)
6) Any instructions on how to compile/build the firmware? I know there is a custom firmware around , where can I get it.

Read the Chapter III.

If you have more questions or need a more detailed explanation, I'd be glad to help.

Good luck. :rolleyes:

photon40 12th Nov 2009 12:05 pm

Thanks for the help.

I still have doubts before go ahead and write something to test on my player:

1) My player does not have a game menu. How can I run .rkp files? The player is based on rk2608a
2) How can I backup my player firmware? I tried the rkusb.tag trick but it did not work for me. Any help?
3) Where can I get the community firmware (binary and source)? Will it work for my player?

flasher86 12th Nov 2009 1:59 pm

rkusb.tag is a trick only for Rockchip 27xx, not for 26xx. If you don't have a backup FW you may kill your player forever. There is a risk that compiled SDK source won't work on your player and you'll be in trouble. Most often there are incompatibilities with screen driver but this can be easily repaired. But some players have very unique keyboard chips or touchpads and it will be hard. I have RK2606 player with touchpad, and after many trails I ran SDK on this player, but touchpad was dead and I still have no driver for it, though I have a working backup so I was able to experiment and return into my original FW.

As far as I know, there is no way to backup your current FW from the player, so if you bought a noname RK2608 player with no FW included, I have bad news for you.

The best I can recommend you is to search through the internet and find whether there is a company which sales exactly the same player as yours (I mean clone), and there are pretty good chance that the FW they provide will work for you as a backup. Nevertheless there is still a huge risk.

BTW. If you don't have game menu, you wont run any RKP files, they requires a new Firmware. Sorry.

photon40 13th Nov 2009 9:52 am

Thanks AleMaxx.

Is the only problem of using the community FW the LCD configuration? I can try all the configurations the matches my 2.8" LCD. I believe one will work.

TopoX84 18th Nov 2009 8:53 am

hi guys,

did anyone compiled the SDK with VB yet?

when i try do to so i get this error:

c:\rk27sdk_new\system\os\timer\slist.h(36) : error C2011: '_SINGLE_LIST_ENTRY' : 'struct' type redefinition
1> c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h(857) : see declaration of '_SINGLE_LIST_ENTRY'

I still dont understand the reason why is giving me that...
can anyone let me know :)

Thank you,

ps - great progress guys... took me 2 days to read all the thread replies lol

WIZARD 18th Nov 2009 10:29 am

Please read this topic:

http://mympx.org/forum/general-discu...ing-links.html

There are a lot of download links for you. :rolleyes:

knob 18th Nov 2009 11:27 am

Quote:

Originally Posted by TopoX84 (Post 284122)
hi guys,

did anyone compiled the SDK with VB yet?

I still dont understand the reason why is giving me that...
can anyone let me know :)

The code is in c++. You will need ADS to compile it, you can't compile it with VB.
There is a download for ADS somewhere, might taken another 2 days to find it! lol

TopoX84 18th Nov 2009 12:31 pm

Quote:

Originally Posted by knob (Post 284125)
The code is in c++. You will need ADS to compile it, you can't compile it with VB.
There is a download for ADS somewhere, might taken another 2 days to find it! lol


well this is what i have as of now :)
http://img257.imageshack.us/img257/5807/sdktools.jpg

thank you, i was a little confused on how to compile the code...

knob 18th Nov 2009 12:51 pm

Good you already have ADS1.2
Install ADS.

Go to C:\rk27sdk_new\Ide\Rk27_board and load rk27_baord.mcp into ADS.
Then hit Project\Make to build it. you will find some errors at first.

Here is my build which should compile fully :- http://www.sendspace.com/file/fjfwpa

TopoX84 18th Nov 2009 5:38 pm

Quote:

Originally Posted by knob (Post 284127)
Good you already have ADS1.2
Install ADS.

Go to C:\rk27sdk_new\Ide\Rk27_board and load rk27_baord.mcp into ADS.
Then hit Project\Make to build it. you will find some errors at first.

Here is my build which should compile fully :- Download rk27sdk_new.rar from Sendspace.com - send big files the easy way


any idea on how to get rid of the errors ?


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