Re: [Mono-dev] Porting runtime - where to start?

2009-01-04 Thread Miguel de Icaza
Hello,

 i have read recently that mono has been finally ported to the Wii.
 I've searched the current source code for wii but it only finds 4 matches.
 Can someone share me any tipps on how to compile mono for the Wii? 
 Or is the Wii-Port only available commercially?

It is only available to licensed Nintendo Wii developers as a commercial
offering.   You can contact Joseph Hill for details (jh...@novell.com)

Miguel.

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Re: [Mono-dev] Porting runtime - where to start?

2008-12-29 Thread mindcry

Hi,

i have read recently that mono has been finally ported to the Wii.
I've searched the current source code for wii but it only finds 4 matches.
Can someone share me any tipps on how to compile mono for the Wii? 
Or is the Wii-Port only available commercially?

Regards,

Kevin
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View this message in context: 
http://www.nabble.com/Porting-runtime---where-to-start--tp9758605p21210294.html
Sent from the Mono - Dev mailing list archive at Nabble.com.

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Re: [Mono-dev] Porting runtime - where to start?

2007-04-03 Thread virgile . bello
Quoting Paolo Molaro [EMAIL PROTECTED]:

 On 04/03/07 [EMAIL PROTECTED] wrote:
  There is a tool to convert PE executable (with PPC code) in their .xex
 format.
  However, there were issues :
  1/ AOT is working only on x86 right now, according to
  http://tirania.org/blog/archive/2006/Aug-17.html

 It also works on amd64. support for ppc would need to be added, but it
 is not a big issue.

  2/ And even if it's ok, the more important problem is that according to the
 same
  post, it still need JIT at some place.

 Yes: we'd need a few changes to avoid jitting at all, but it is doable.

It would really be nice !
Don't hesitate to let me know as soon as those two points are done and I'll give
it a try.


  3/ When working on it, I tried to produce PE file with PE PPC Big endian
 target
  with binutils, and it was really painful, it's not really supported anymore
 (I
  speak of PE format only of course, it's well supported in other cases).

 Currently the PE format would be generated by the assembler/linker.
 You'd need to write some code to be able to generate directly the PE
 binary file.

Yep, anyway I think code is more or less done, it would just require some time
to reactivate it. ReactOS project could be of some help here as they did the
same thing (they had a binutils patch for ppc-pe).


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Re: [Mono-dev] Porting runtime - where to start?

2007-04-03 Thread Paolo Molaro
On 04/03/07 [EMAIL PROTECTED] wrote:
  Was anyone able to determine if the old XBOX (x86) emulator or the xbox
  360 CLR runtime do any jitting? It would be very surprising if they
  didn't do it and if they did, the European Commission is very likely
  interested in how they do it (hint, hint:-).
 
 I think the XBOX 360 CLR runtime does JITing, but well, Microsoft got a better
 access to console internal than us.

Sure, that's a good reason for the European commission to investigate
why they still adopt anti-competitive practices. If they do jitting,
other people developing for the platform should be allowed to have the
info do it as well. Hopefully the game industry will pressure them as
well.

 The XBOX360 changes are pointless since it seems not possible to make it
 working.

There is definitely interest and it is likely possible to make it work
using the AOT backend and the PE file converter you mentioned, so I
don't think the changes are pointless: they will enable other interested
people to help you with your efforts. If you have other reasons that
prevent you from contributing the code that's understandable.

 About the debugger, it's more a prototype right now, but I will probably work 
 on
 it again if the code to get my monobind wrapper working is included in mono
 source tree (I posted the patch at
 http://lists.ximian.com/pipermail/mono-devel-list/2007-March/022949.html, I
 dunno if it was the right place for that).

I'll review it in a bit, I was on vacation the last few days.

 Nevertheless, if it never happens, I might drop the sources of that prototype 
 as
 a base (I nearly managed to do singlestepping and variable inspection with 
 class
 definition extracted from runtime context).

Did you check the mono*describe* functions in
metadata/class-internals.h?

lupus

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Re: [Mono-dev] Porting runtime - where to start?

2007-04-03 Thread virgile . bello
Quoting Paolo Molaro [EMAIL PROTECTED]:

 On 04/03/07 [EMAIL PROTECTED] wrote:
   Was anyone able to determine if the old XBOX (x86) emulator or the xbox
   360 CLR runtime do any jitting? It would be very surprising if they
   didn't do it and if they did, the European Commission is very likely
   interested in how they do it (hint, hint:-).
 
  I think the XBOX 360 CLR runtime does JITing, but well, Microsoft got a
 better
  access to console internal than us.

 Sure, that's a good reason for the European commission to investigate
 why they still adopt anti-competitive practices. If they do jitting,
 other people developing for the platform should be allowed to have the
 info do it as well. Hopefully the game industry will pressure them as
 well.


By the way, I sent yesterday a mail to MS in that sense. But well, we all know
how it will end :)


  The XBOX360 changes are pointless since it seems not possible to make it
  working.

 There is definitely interest and it is likely possible to make it work
 using the AOT backend and the PE file converter you mentioned, so I
 don't think the changes are pointless: they will enable other interested
 people to help you with your efforts. If you have other reasons that
 prevent you from contributing the code that's understandable.


No, that's no problem for me to release it (still it would need some polishing
before doing so). However, I also had to port glibc first, so it's kinda messy.
What I dont know is if it's legal to release code using this xdk, since it's not
available for public... (even headers). I'll ask and let you know.

  About the debugger, it's more a prototype right now, but I will probably
 work on
  it again if the code to get my monobind wrapper working is included in mono
  source tree (I posted the patch at
  http://lists.ximian.com/pipermail/mono-devel-list/2007-March/022949.html, I
  dunno if it was the right place for that).

 I'll review it in a bit, I was on vacation the last few days.

  Nevertheless, if it never happens, I might drop the sources of that
 prototype as
  a base (I nearly managed to do singlestepping and variable inspection with
 class
  definition extracted from runtime context).

 Did you check the mono*describe* functions in
 metadata/class-internals.h?

Yes, that's what I use if I remember right. Introspection is done with mono api
itself (and that's why it is nice ! ;p).
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Re: [Mono-dev] Porting runtime - where to start?

2007-04-02 Thread Paolo Molaro
On 03/31/07 [EMAIL PROTECTED] wrote:
 The problem of AOT is that it only generates .so (or .dll on Win32 platform I
 guess). Nevertheless, XBOX executable format, .xex, has to go through their
 special compilator. So, no other way that I know than getting C++ code to
 compile.

Don't they provide some tool to create an executable from assembly code?
If that is possible you could tweak the code to use that.
Or, if the file format is documented or easy to understand, you could
change the binary writer AOT code to emit it directly.

lupus

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Re: [Mono-dev] Porting runtime - where to start?

2007-04-02 Thread Paolo Molaro
On 03/30/07 [EMAIL PROTECTED] wrote:
 Just to let you know since I did something very similiar for XBOX360 :
 Even if I was able to make glib and then mono compile on XBOX360 (it was a bit
 painful but doable) and it generated valid code to execute at runtime,
 nevertheless memory protection against execution of user allocated area 
 totally
 prevented me to continue (you can check the blog post I did about that on
 http://dev.kalimdor.org/entropia/).

Was anyone able to determine if the old XBOX (x86) emulator or the xbox
360 CLR runtime do any jitting? It would be very surprising if they
didn't do it and if they did, the European Commission is very likely
interested in how they do it (hint, hint:-).

In the blob you talk about the xbox 360 changes and about a mono
debugger. Can you tell us more about that? Are you able to contribute
those changes for inclusion in mono?
Thanks!

lupus

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Re: [Mono-dev] Porting runtime - where to start?

2007-04-02 Thread virgile . bello
Quoting Paolo Molaro [EMAIL PROTECTED]:

 On 03/31/07 [EMAIL PROTECTED] wrote:
  The problem of AOT is that it only generates .so (or .dll on Win32 platform
 I
  guess). Nevertheless, XBOX executable format, .xex, has to go through their
  special compilator. So, no other way that I know than getting C++ code to
  compile.

 Don't they provide some tool to create an executable from assembly code?
 If that is possible you could tweak the code to use that.
 Or, if the file format is documented or easy to understand, you could
 change the binary writer AOT code to emit it directly.

 lupus

Ok, I took a look at all that.
There is a tool to convert PE executable (with PPC code) in their .xex format.
However, there were issues :
1/ AOT is working only on x86 right now, according to
http://tirania.org/blog/archive/2006/Aug-17.html
2/ And even if it's ok, the more important problem is that according to the same
post, it still need JIT at some place.
3/ When working on it, I tried to produce PE file with PE PPC Big endian target
with binutils, and it was really painful, it's not really supported anymore (I
speak of PE format only of course, it's well supported in other cases).
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Re: [Mono-dev] Porting runtime - where to start?

2007-04-02 Thread virgile . bello
Quoting Paolo Molaro [EMAIL PROTECTED]:

 On 03/30/07 [EMAIL PROTECTED] wrote:
  Just to let you know since I did something very similiar for XBOX360 :
  Even if I was able to make glib and then mono compile on XBOX360 (it was a
 bit
  painful but doable) and it generated valid code to execute at runtime,
  nevertheless memory protection against execution of user allocated area
 totally
  prevented me to continue (you can check the blog post I did about that on
  http://dev.kalimdor.org/entropia/).

 Was anyone able to determine if the old XBOX (x86) emulator or the xbox
 360 CLR runtime do any jitting? It would be very surprising if they
 didn't do it and if they did, the European Commission is very likely
 interested in how they do it (hint, hint:-).

I think the XBOX 360 CLR runtime does JITing, but well, Microsoft got a better
access to console internal than us.


 In the blob you talk about the xbox 360 changes and about a mono
 debugger. Can you tell us more about that? Are you able to contribute
 those changes for inclusion in mono?
 Thanks!

 lupus

The XBOX360 changes are pointless since it seems not possible to make it
working.
About the debugger, it's more a prototype right now, but I will probably work on
it again if the code to get my monobind wrapper working is included in mono
source tree (I posted the patch at
http://lists.ximian.com/pipermail/mono-devel-list/2007-March/022949.html, I
dunno if it was the right place for that).
Nevertheless, if it never happens, I might drop the sources of that prototype as
a base (I nearly managed to do singlestepping and variable inspection with class
definition extracted from runtime context).
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Re: [Mono-dev] Porting runtime - where to start?

2007-03-31 Thread virgile . bello
Quoting Miguel de Icaza [EMAIL PROTECTED]:

 Hello,

  When I checked about using the interpreter, I've read somewhere that it
 wasn't
  up to date anymore (maybe the info was too old and it's now up to date to
  execute everything, anyone can confirm ?).

 It still builds, but no maintenance has gone into it.   It is also
 missing important things like generics support, that was never updated.

 But the main problem you have with the interpreter is that the
 interpreter *also* needs to generate dynamic code.   All the trampoline
 code is emitted at runtime so you need to have that.

Ok, thanks for the summary of its current state  issues.

 So in short: the interpreter just generates *less* code than the JIT,
 but it still generates code.

 I heard from an embedded customer of ours that they are looking at
 pregenerating all the trampoline code but am not sure this is a long
 term strategy.

It could be very promising !

 Miguel.




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Re: [Mono-dev] Porting runtime - where to start?

2007-03-31 Thread virgile . bello
As of December XDK it wasn't possible. I checked doc of february one and it was
still the same, and I'm downloading april one right now to check doc if anything
changed (though nothing changed according to release note).
Btw, when I asked, it was also confirmed on xbox mailing list by microsoft
people that it was designed to be impossible to do that. I really hope they
change it ! (even if it requires some protection security scheme). Best would be
a partnership with XBOX and Mono... Well, just kidding of course !

Sincerely
Virgile Bello

Quoting Miguel de Icaza [EMAIL PROTECTED]:

 Hello,

  prevented me to continue (you can check the blog post I did about that on
  http://dev.kalimdor.org/entropia/).

 I read somewhere that some of those restrictions were being lifted, am I
 incorrect?

 Miguel




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Re: [Mono-dev] Porting runtime - where to start?

2007-03-31 Thread virgile . bello
The problem of AOT is that it only generates .so (or .dll on Win32 platform I
guess). Nevertheless, XBOX executable format, .xex, has to go through their
special compilator. So, no other way that I know than getting C++ code to
compile.

Quoting Miguel de Icaza [EMAIL PROTECTED]:

 Hello,

  Just to let you know since I did something very similiar for XBOX360 :
  Even if I was able to make glib and then mono compile on XBOX360 (it was a
 bit
  painful but doable) and it generated valid code to execute at runtime,
  nevertheless memory protection against execution of user allocated area
 totally
  prevented me to continue (you can check the blog post I did about that on
  http://dev.kalimdor.org/entropia/).

 Another thing that am wondering is whether precompilation (AOT) might be
 enough to use Mono on those consoles.

 Miguel.




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Re: [Mono-dev] Porting runtime - where to start?

2007-03-30 Thread Rafael Teixeira
AFAIK, the interpreter was discontinued.

:)

On 3/30/07, John Matzen [EMAIL PROTECTED] wrote:
 I'm trying to port the mono runtime to a device called a Wii.  Although it
 has a PowerPC based CPU, I think getting it running with the interpreter
 first would be the best approach rather than attempting to patch up the
 existing PowerPC JIT, but I can not seem to find any documentation that
 would describe how to begin fixing up the build system so that I can compile
 it with the Wii's build tools (which are not gcc based).

 Any ideas on where to start?

 Thanks!

 John


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---
The reasonable man adapts himself to the world; the unreasonable one
persists in trying to adapt the world to himself. Therefore all
progress depends on the unreasonable man. George Bernard Shaw
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Re: [Mono-dev] Porting runtime - where to start?

2007-03-30 Thread Miguel de Icaza
Hello,

 I'm trying to port the mono runtime to a device called a Wii.
 Although it has a PowerPC based CPU, I think getting it running with
 the interpreter first would be the best approach rather than
 attempting to patch up the existing PowerPC JIT, but I can not seem to
 find any documentation that would describe how to begin fixing up the
 build system so that I can compile it with the Wii's build tools
 (which are not gcc based). 
 
 Any ideas on where to start?

I strongly suggest that you go directly to the JIT.

Because the difficulty in porting Mono to the Wii will be the OS, not
the CPU.

Miguel.

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Re: [Mono-dev] Porting runtime - where to start?

2007-03-30 Thread LCID Fire
Miguel de Icaza wrote:
 Hello,
 
 I'm trying to port the mono runtime to a device called a Wii.
 Although it has a PowerPC based CPU, I think getting it running with
 the interpreter first would be the best approach rather than
 attempting to patch up the existing PowerPC JIT, but I can not seem to
 find any documentation that would describe how to begin fixing up the
 build system so that I can compile it with the Wii's build tools
 (which are not gcc based). 

 Any ideas on where to start?
 
 I strongly suggest that you go directly to the JIT.
 
 Because the difficulty in porting Mono to the Wii will be the OS, not
 the CPU.
Besides it is probably more reasonable to get linux running on the wii
(and somewhere on the road also mono) than just try to figure out the os
stuff Nintendo was brewing...

www.wiili.org

ym2c
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Re: [Mono-dev] Porting runtime - where to start?

2007-03-30 Thread virgile . bello
Just to let you know since I did something very similiar for XBOX360 :
Even if I was able to make glib and then mono compile on XBOX360 (it was a bit
painful but doable) and it generated valid code to execute at runtime,
nevertheless memory protection against execution of user allocated area totally
prevented me to continue (you can check the blog post I did about that on
http://dev.kalimdor.org/entropia/).
When I checked about using the interpreter, I've read somewhere that it wasn't
up to date anymore (maybe the info was too old and it's now up to date to
execute everything, anyone can confirm ?).
So, before going on, check that either the console can run unsigned code loaded
in memory (which I doubt since they tend to avoid that, since it would quickly
run into hacking of the console) or that mono interpreter is now working again.

Hope that helps, do not hesitate if you would like some other infos.

Cordially,
Virgile

Quoting John Matzen [EMAIL PROTECTED]:

 I'm trying to port the mono runtime to a device called a Wii.  Although it
 has a PowerPC based CPU, I think getting it running with the interpreter
 first would be the best approach rather than attempting to patch up the
 existing PowerPC JIT, but I can not seem to find any documentation that
 would describe how to begin fixing up the build system so that I can compile
 it with the Wii's build tools (which are not gcc based).

 Any ideas on where to start?

 Thanks!

 John

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Re: [Mono-dev] Porting runtime - where to start?

2007-03-30 Thread Miguel de Icaza
Hello,

 When I checked about using the interpreter, I've read somewhere that it wasn't
 up to date anymore (maybe the info was too old and it's now up to date to
 execute everything, anyone can confirm ?).

It still builds, but no maintenance has gone into it.   It is also
missing important things like generics support, that was never updated.

But the main problem you have with the interpreter is that the
interpreter *also* needs to generate dynamic code.   All the trampoline
code is emitted at runtime so you need to have that.   

So in short: the interpreter just generates *less* code than the JIT,
but it still generates code.

I heard from an embedded customer of ours that they are looking at
pregenerating all the trampoline code but am not sure this is a long
term strategy.

Miguel.

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Re: [Mono-dev] Porting runtime - where to start?

2007-03-30 Thread Miguel de Icaza
Hello,

 prevented me to continue (you can check the blog post I did about that on
 http://dev.kalimdor.org/entropia/).

I read somewhere that some of those restrictions were being lifted, am I
incorrect?

Miguel

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Re: [Mono-dev] Porting runtime - where to start?

2007-03-30 Thread Miguel de Icaza
Hello,

 Just to let you know since I did something very similiar for XBOX360 :
 Even if I was able to make glib and then mono compile on XBOX360 (it was a bit
 painful but doable) and it generated valid code to execute at runtime,
 nevertheless memory protection against execution of user allocated area 
 totally
 prevented me to continue (you can check the blog post I did about that on
 http://dev.kalimdor.org/entropia/).

Another thing that am wondering is whether precompilation (AOT) might be
enough to use Mono on those consoles.

Miguel.

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