Hi,
I'm new to PS2 and console development in general, but I'm interested in learning. I've been programming games for computers for several years however. I've decided to look into PS2 Development seeing as I own one, and they're not brand new, so there should be more information. So, here are my questions:
1.I'm confused as to what you have to do differently when making games for consoles in general, as opposed to just compiling and running on Windows.
2.You can't use DirectX when developing for PS2 correct? Can you use OpenGL?
3.Is it even possible to run your games on a normal un-modded PS2? Or do you need a devkit? I suppose you could use an emulator right?
4.Could anyone tell me the tools that I need, software etc. to develop for ps2?
Brand New To PS2 Development
hello!
in order of your questions:
1. console programming is at a much lower level than windows programming. You have much more access to the hardware and explicit control over what is running where at any given time. But the major difference is the lack or high level APIs. The ps2 kernel gives basic thread management routines, and our ps2sdk gives some basic libraries, but other than that you're on your own. Its up to you to determine how the graphics code will interface to the hardware which potentially can boost performance since you can tailor it to a particular game.
2. Correct, and no openGL either. This is slightly changing nowdays, the PSP ships with a opengl-like api in firmware in adittion to lower level API's, but as far as PS2 is concerned, there's noting gfx wise other than some simple libraries in the sdk, which are pretty low level anyway.
3. Unmodded consoles are fine, you have several options:
* google for ps2 independance exploit. This will not work in the new slimline psTwos (and the last revision of chunky ps2's as well, i believe)
* Buy the ps2linux kit if you find it still available, you can use the boot dvd to launch homebrew. It also comes with mouse, keyboard, hdd, network and (almost) full hardware docs, same as supplied to official devs. The cost is worth it for the pdf's alone, if you are serious enough, IMHO
* action replay may have a cheat cd or something that i've heard can be used to boot stuff of usb drive or memcard. But i've got no experince at all.
* modchip
4. everything you need is in svn, browse through svn.ps2dev.org and have a look. There is a toolchain script that will install cross comiplers and the sdk on any unix-y system (linux, macos, cygwin under windows...)
have fun!
in order of your questions:
1. console programming is at a much lower level than windows programming. You have much more access to the hardware and explicit control over what is running where at any given time. But the major difference is the lack or high level APIs. The ps2 kernel gives basic thread management routines, and our ps2sdk gives some basic libraries, but other than that you're on your own. Its up to you to determine how the graphics code will interface to the hardware which potentially can boost performance since you can tailor it to a particular game.
2. Correct, and no openGL either. This is slightly changing nowdays, the PSP ships with a opengl-like api in firmware in adittion to lower level API's, but as far as PS2 is concerned, there's noting gfx wise other than some simple libraries in the sdk, which are pretty low level anyway.
3. Unmodded consoles are fine, you have several options:
* google for ps2 independance exploit. This will not work in the new slimline psTwos (and the last revision of chunky ps2's as well, i believe)
* Buy the ps2linux kit if you find it still available, you can use the boot dvd to launch homebrew. It also comes with mouse, keyboard, hdd, network and (almost) full hardware docs, same as supplied to official devs. The cost is worth it for the pdf's alone, if you are serious enough, IMHO
* action replay may have a cheat cd or something that i've heard can be used to boot stuff of usb drive or memcard. But i've got no experince at all.
* modchip
4. everything you need is in svn, browse through svn.ps2dev.org and have a look. There is a toolchain script that will install cross comiplers and the sdk on any unix-y system (linux, macos, cygwin under windows...)
have fun!
Damn, I need a decent signature!
Okay, I'm confused already. I went to the svn directory, but I have no idea what I should get from there, so I decided to check the tutorials on ps2dev. They tell me I need to download Cygwin, binutils, and GCC C Compiler, but some of the links are dead and I was just wondering if there was any other way I could set everything up?
Couldn't I just use an autobuild script?
Couldn't I just use an autobuild script?