PS2
Moderator: PC Supremacists
- epicasian
- Chaos Rift Junior
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Re: PS2
There is, but from what I've heard/read, it's extremely complicated:
http://wiki.ps2dev.org/
http://forums.ps2dev.org/
http://wiki.ps2dev.org/
http://forums.ps2dev.org/
- GroundUpEngine
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Re: PS2
+1epicasian wrote:but from what I've heard/read, it's extremely complicated
Re: PS2
I found some stuff about ps2 development if someone is interested.
forum about ps dev:
http://forums.ps2dev.org/
ps dev wiki:
http://wiki.ps2dev.org/
ps2 dev book that was never published:
http://www.hsfortuna.co.uk/
ps2 programming tutorial:
http://lukasz.dk/playstation-2-programming/
forum about ps dev:
http://forums.ps2dev.org/
ps dev wiki:
http://wiki.ps2dev.org/
ps2 dev book that was never published:
http://www.hsfortuna.co.uk/
ps2 programming tutorial:
http://lukasz.dk/playstation-2-programming/
They have computers, and they may have other weapons of mass destruction
Re: PS2
I got interested in it a while back... but found that all the sources were lack luster, and the development scene was pretty dead...Sp4c3_m4n wrote:I found some stuff about ps2 development if someone is interested.
forum about ps dev:
http://forums.ps2dev.org/
ps dev wiki:
http://wiki.ps2dev.org/
ps2 dev book that was never published:
http://www.hsfortuna.co.uk/
ps2 programming tutorial:
http://lukasz.dk/playstation-2-programming/
- Falco Girgis
- Elysian Shadows Team
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Re: PS2
Hah, good luck.
I've done a bit of dabbling back in my day. The API is a nightmare, the architecture is a nightmare, and it's nearly impossible to get any sort of performance out of the PS2 without serious optimization.
It's a half-baked, half-assed homebrew API for a machine that COMMERCIAL developers (with official development kits) weren't even able to fully utilize until the end of its lifetime. There's a good reason that AAA Dreamcast games all the way up until its (commercial) death looked better than AAA PS2 games.
With only 4MB of video RAM, any 2D game will probably require dynamic loading/streaming of textures each frame.
I hope you like assembly.
I've done a bit of dabbling back in my day. The API is a nightmare, the architecture is a nightmare, and it's nearly impossible to get any sort of performance out of the PS2 without serious optimization.
It's a half-baked, half-assed homebrew API for a machine that COMMERCIAL developers (with official development kits) weren't even able to fully utilize until the end of its lifetime. There's a good reason that AAA Dreamcast games all the way up until its (commercial) death looked better than AAA PS2 games.
With only 4MB of video RAM, any 2D game will probably require dynamic loading/streaming of textures each frame.
I hope you like assembly.
-
- Chaos Rift Cool Newbie
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- Joined: Mon Dec 13, 2010 10:55 pm
Re: PS2
Trust me, if Falco says it's hard, it's hard...
Good luck :P
Good luck :P
-- Jesse Guarascia
I like C/++, SDL, SFML, OpenGL and Lua. If you don't like those, then gtfo my sig pl0x (jk trollololololol)
I like C/++, SDL, SFML, OpenGL and Lua. If you don't like those, then gtfo my sig pl0x (jk trollololololol)
- GroundUpEngine
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Re: PS2
N64vSNES wrote:I've got to admit. Falco gets a erection from low level programming, it's beyond hard.
- VoidElite
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Re: PS2
How do I port my engine to Dreamcast(C++ SDL)?GyroVorbis wrote:Hah, good luck.
I've done a bit of dabbling back in my day. The API is a nightmare, the architecture is a nightmare, and it's nearly impossible to get any sort of performance out of the PS2 without serious optimization.
It's a half-baked, half-assed homebrew API for a machine that COMMERCIAL developers (with official development kits) weren't even able to fully utilize until the end of its lifetime. There's a good reason that AAA Dreamcast games all the way up until its (commercial) death looked better than AAA PS2 games.
With only 4MB of video RAM, any 2D game will probably require dynamic loading/streaming of textures each frame.
I hope you like assembly.
1)How do I compile for Dreamcast(what file extension does it use?)?
2)How do I put onto the Dreamcast?
Thanks.
I love 16-bit Assembly language programming. I'm currently having an affair with C++. I'm working on a 2D Game Engine called Lunar Sanity for PC and soon DC. I own three games consoles: Dreamcast, Xbox 360 and Atari Flashback. I'm on a Mac and soon a PC. I love Windows XP as it works great(can run 16-bit GUIs). I've been programming for 3 years(since I was 11).
I settling into my hybrid(procedural&object orientated) life. It's all good so far.
I settling into my hybrid(procedural&object orientated) life. It's all good so far.
- short
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Re: PS2
A post here AND your own thread?VoidElite wrote:How do I port my engine to Dreamcast(C++ SDL)?GyroVorbis wrote:Hah, good luck.
I've done a bit of dabbling back in my day. The API is a nightmare, the architecture is a nightmare, and it's nearly impossible to get any sort of performance out of the PS2 without serious optimization.
It's a half-baked, half-assed homebrew API for a machine that COMMERCIAL developers (with official development kits) weren't even able to fully utilize until the end of its lifetime. There's a good reason that AAA Dreamcast games all the way up until its (commercial) death looked better than AAA PS2 games.
With only 4MB of video RAM, any 2D game will probably require dynamic loading/streaming of textures each frame.
I hope you like assembly.
1)How do I compile for Dreamcast(what file extension does it use?)?
2)How do I put onto the Dreamcast?
Thanks.
http://elysianshadows.com/phpBB3/viewto ... art=999999
..?
My github repository contains the project I am currently working on,
link: https://github.com/bjadamson
link: https://github.com/bjadamson
- VoidElite
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Re: PS2
I posted here but thought I'd have a better chance posting some were else as well.short wrote:A post here AND your own thread?VoidElite wrote:How do I port my engine to Dreamcast(C++ SDL)?GyroVorbis wrote:Hah, good luck.
I've done a bit of dabbling back in my day. The API is a nightmare, the architecture is a nightmare, and it's nearly impossible to get any sort of performance out of the PS2 without serious optimization.
It's a half-baked, half-assed homebrew API for a machine that COMMERCIAL developers (with official development kits) weren't even able to fully utilize until the end of its lifetime. There's a good reason that AAA Dreamcast games all the way up until its (commercial) death looked better than AAA PS2 games.
With only 4MB of video RAM, any 2D game will probably require dynamic loading/streaming of textures each frame.
I hope you like assembly.
1)How do I compile for Dreamcast(what file extension does it use?)?
2)How do I put onto the Dreamcast?
Thanks.
http://elysianshadows.com/phpBB3/viewto ... art=999999
..?
I love 16-bit Assembly language programming. I'm currently having an affair with C++. I'm working on a 2D Game Engine called Lunar Sanity for PC and soon DC. I own three games consoles: Dreamcast, Xbox 360 and Atari Flashback. I'm on a Mac and soon a PC. I love Windows XP as it works great(can run 16-bit GUIs). I've been programming for 3 years(since I was 11).
I settling into my hybrid(procedural&object orientated) life. It's all good so far.
I settling into my hybrid(procedural&object orientated) life. It's all good so far.
- dandymcgee
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Re: PS2
Yeah.. please don't do that. Choose one place or the other.VoidElite wrote:I posted here but thought I'd have a better chance posting some were else as well.short wrote:
A post here AND your own thread?
http://elysianshadows.com/phpBB3/viewto ... art=999999
..?
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches!