Playstation compiler?

I have been searching for a compiler and some hints for porting small
applications to Playstation One?
I have made a Rocket shoot em’ up game in SDL using VIDEO|AUDIO|TIMER and I
was wondering if it was possible to port this to a Playstation.
-Has anyone successfully portet their application to psx?
-Where can I find a psx compiler?
I would be very happy to see a small example.

thank you very much ;o)
regards
Anderson._________________________________________________________________
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http://photos.msn.com/support/worldwide.aspx

  • James Anderson on Thu, Dec 13, 2001:

I have been searching for a compiler and some hints for porting small
applications to Playstation One?
I have made a Rocket shoot em’ up game in SDL using VIDEO|AUDIO|TIMER and I
was wondering if it was possible to port this to a Playstation.
-Has anyone successfully portet their application to psx?

This would be fairly difficult since SDL doesn’t support the PSX. I don’t
think this is a question really suited for SDL developers.

-Where can I find a psx compiler?

binutils and GCC. You can find convenient, pre-patched versions at
www.psxdev.de.

I would be very happy to see a small example.

There are plenty of homebrew PSX demos, source, and games floating on the
net. Start with www.hitmen-console.org.

M. R.
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  • James Anderson on Thu, Dec 13, 2001:

I have been searching for a compiler and some hints for porting small
applications to Playstation One?
I have made a Rocket shoot em’ up game in SDL using VIDEO|AUDIO|TIMER and I
was wondering if it was possible to port this to a Playstation.
-Has anyone successfully portet their application to psx?

This would be fairly difficult since SDL doesn’t support the PSX. I don’t
think this is a question really suited for SDL developers.

In one of the ChangeLogs, it actually says that there is support for the
PS2 - although I have no idea if it is for the Linux edition or?

MadsOn Thu, 13 Dec 2001, M. R. Brown wrote:


Mads Bondo Dydensborg. @Mads_Bondo_Dydensbor
The operating system of claim 1 wherein said core component includes a
plurality of export functions, wherein the export functions of said core
component and said first processing component are identified by export
symbols, wherein said set of import symbols identify a corresponding set of
kernel function calls issuable in the execution of said first component, and
wherein said component switch includes a data table supporting execution
time call redirection of said kernel function calls to export functions
determined by a correspondence between respective import and export symbols.

  -- Sentence from LynuxWorks patent on software modules in OS kernels.
  • Mads Bondo Dydensborg on Thu, Dec 13, 2001:

In one of the ChangeLogs, it actually says that there is support for the
PS2 - although I have no idea if it is for the Linux edition or?

PS2Linux kit only. I’m not really sure why the ps2gs support is corded off
into it’s own directory, as it’s a Linux fbcon target (at the core) and
should probably live under src/video/fbcon/ (perhaps in a ps2gs
subdirectory).

This makes sense if someone ever gets around to doing a native port of SDL
to the PS2.

M. R.
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  • Mads Bondo Dydensborg on Thu, Dec 13, 2001:

In one of the ChangeLogs, it actually says that there is support for the
PS2 - although I have no idea if it is for the Linux edition or?

PS2Linux kit only. I’m not really sure why the ps2gs support is corded off
into it’s own directory, as it’s a Linux fbcon target (at the core) and
should probably live under src/video/fbcon/ (perhaps in a ps2gs
subdirectory).

If you look at them, you’ll see that the ps2gs video driver really is
unique and has nothing to do with the framebuffer console.

See ya,
-Sam Lantinga, Software Engineer, Blizzard Entertainment

  • Sam Lantinga on Thu, Dec 13, 2001:

PS2Linux kit only. I’m not really sure why the ps2gs support is corded off
into it’s own directory, as it’s a Linux fbcon target (at the core) and
should probably live under src/video/fbcon/ (perhaps in a ps2gs
subdirectory).

If you look at them, you’ll see that the ps2gs video driver really is
unique and has nothing to do with the framebuffer console.

Er, SDL_gsvideo.[ch] and SDL_gsyuv.[ch], yes. The rest is duplication from
the fbcon driver and has everything to do with the console (not fbcon,
though).

So maybe not “at the core” (of the pure video code), but do four unique files
justify a seperate backend/directory - especially when the platform is the
same? Without the ps2gs seperation it would look like the ps2gs driver is
just another accelerated fb backend, i.e. you could use
SDL_VIDEODRIVER=fbcon and also avoid the headache of those duplicated files.
Of course this wouldn’t make sense if you could use the ps2gs driver from
within X.

The ps2gs name is ambigious and confuses folks into thinking this is a
native port to the PS2, when in actuality it’s a Linux-only interface to a
hacked PS2-accelerated framebuffer driver.

If I decide to port SDL to the PS2 natively, what should I call it then?

M. R.
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If I decide to port SDL to the PS2 natively, what should I call it then?

A lawsuit?

Surely that would fall under some sort of NDA violation.

–ryan.

  • Ryan C. Gordon on Thu, Dec 13, 2001:

If I decide to port SDL to the PS2 natively, what should I call it then?

A lawsuit?

Surely that would fall under some sort of NDA violation.

Er, using clean-room reverse engineering methods and publically available
information? I don’t see how. I could even use information from Sony’s
GPL’d portions of the ps2linux kernel.

Anyway, I have more than enough info to get going, I just need to find the
time to do it.

Besides, I’m not a professional third-party game developer, so I’m not
under any NDA from Sony. A NDA implies some sort of working relationship
with Sony, and I have none. Now if I was to steal a warez version of their
devkit, and use it to build the port, that’d be plenty of cannon fodder for
their attorneys :).

If there are folks on the list that have had ideas about this, please send
me an e-mail (off-list).

M. R.
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