Page 1 of 1

PS2

Posted: Mon Mar 14, 2011 3:19 am
by Sp4c3_m4n
Is there some sort of multimedia library for c++ for Playstation 2?

Re: PS2

Posted: Mon Mar 14, 2011 12:59 pm
by epicasian
There is, but from what I've heard/read, it's extremely complicated:

http://wiki.ps2dev.org/
http://forums.ps2dev.org/

Re: PS2

Posted: Mon Mar 14, 2011 1:29 pm
by GroundUpEngine
epicasian wrote:but from what I've heard/read, it's extremely complicated
+1

Re: PS2

Posted: Mon Mar 14, 2011 3:24 pm
by Sp4c3_m4n
i would still like to see it. ;)

Re: PS2

Posted: Tue Mar 15, 2011 2:59 am
by Sp4c3_m4n
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/

Re: PS2

Posted: Thu Mar 17, 2011 9:12 pm
by eatcomics
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/
I got interested in it a while back... but found that all the sources were lack luster, and the development scene was pretty dead...

Re: PS2

Posted: Thu Mar 17, 2011 9:25 pm
by Falco Girgis
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.

Re: PS2

Posted: Fri Mar 18, 2011 3:10 am
by Sp4c3_m4n
it's that hard?

Re: PS2

Posted: Fri Mar 18, 2011 10:44 am
by JesseGuarascia
Trust me, if Falco says it's hard, it's hard...

Good luck :P

Re: PS2

Posted: Fri Mar 18, 2011 11:09 am
by N64vSNES
I've got to admit. Falco gets a erection from low level programming, it's beyond hard.

Re: PS2

Posted: Fri Mar 18, 2011 3:40 pm
by GroundUpEngine
N64vSNES wrote:I've got to admit. Falco gets a erection from low level programming, it's beyond hard.
:lol:

Re: PS2

Posted: Sun May 01, 2011 12:24 pm
by VoidElite
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.
How do I port my engine to Dreamcast(C++ SDL)?
1)How do I compile for Dreamcast(what file extension does it use?)?
2)How do I put onto the Dreamcast?

Thanks. :)

Re: PS2

Posted: Sun May 01, 2011 1:40 pm
by short
VoidElite wrote:
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.
How do I port my engine to Dreamcast(C++ SDL)?
1)How do I compile for Dreamcast(what file extension does it use?)?
2)How do I put onto the Dreamcast?

Thanks. :)
A post here AND your own thread?

http://elysianshadows.com/phpBB3/viewto ... art=999999

..?

Re: PS2

Posted: Sun May 01, 2011 1:59 pm
by VoidElite
short wrote:
VoidElite wrote:
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.
How do I port my engine to Dreamcast(C++ SDL)?
1)How do I compile for Dreamcast(what file extension does it use?)?
2)How do I put onto the Dreamcast?

Thanks. :)
A post here AND your own thread?

http://elysianshadows.com/phpBB3/viewto ... art=999999

..?
I posted here but thought I'd have a better chance posting some were else as well.

Re: PS2

Posted: Mon May 02, 2011 4:31 pm
by dandymcgee
VoidElite wrote:
short wrote:
A post here AND your own thread?

http://elysianshadows.com/phpBB3/viewto ... art=999999

..?
I posted here but thought I'd have a better chance posting some were else as well.
Yeah.. please don't do that. Choose one place or the other. ;)