Thread: [GD-Consoles] PS2 devkit
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From: Enno R. <en...@de...> - 2003-06-01 15:42:32
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Hi, can anyone summarize quickly what the differences between having a regular, expensive devkit for the PS2 and PS2 Linux. What is the price differnce for getting started, how do the libraries you program against differ, and is it feasible to start research and pre-production work with a low-cost solution, and once you're pretty sure you've got a product, spend more money. Also, would middleware solutions (netimmerse, renderware, havok, etc) for the PS2 be supported on PS2/linux ? Enno. |
From: Jason G D. <jas...@py...> - 2003-06-01 21:38:09
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> Hi, > > can anyone summarize quickly what the differences between having a regular, > expensive devkit for the PS2 and PS2 Linux. What is the price differnce for > getting started, how do the libraries you program against differ, and is it A PS2 Linux kit costs 250 euros and is available on the web for anyone to buy. The cheapest PS2 Devkit costs 10000 euros and is only available to a registered developer. The former is simply the linux OS running on a standard ps2 and allows you to program what you like within the confines of that OS, or by jumping through a few hoops, allows lower level access to the machine. It comes with full hardware manuals, minus the one for the sound chip. Developing anything low level is likely to be a painful process involving a lot of reboots, and debugging is very primitive. There are no real libraries to speak of other than some kernel modules/devices for accessing the custom hardware, and whatever is available from the community at large. There are a few fulltime support staff, but most of the support comes from other users. The latter is a ps2 with more memory hooked up to an internal PC host which controls it, and allows more-or-less unintrusive control from a development environment running on a networked PC. Low-level development is the norm as the PS2 only has a thin native kernel and no OS to speak of. Debugging is pretty advanced even with the "free" tools that are supplied by Sony. There aren't a lot of libs worth speaking about on this setup either, but there is a wealth of sample code and considerably more support staff dedicated to helping you out. > feasible to start research and pre-production work with a low-cost solution, > and once you're pretty sure you've got a product, spend more money. Yes, it's a feasible approach, but I'm not aware of anyone having actually done it. Actually, I believe there was at least one developer who prototyped on a linux kit before moving to "real" development systems, but that was mostly down to confusion over licensing issues, and delays in getting them signed up. > Also, would middleware solutions (netimmerse, renderware, havok, etc) for > the PS2 be supported on PS2/linux ? At this time none of those work on PS2 linux, and it's doubtful they ever will - the costs in porting would far outweigh any profit they might somehow make. You're pretty much stuck with whats freely available - of course you could get the source for a public 3d engine and port it... Jase. |
From: J. G. <jg-...@jg...> - 2003-06-02 20:41:35
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You could always just use the Free Software on ps2dev.org With ps2lib + dreamGL might be all you need for your main code. There is a sweet upload tool call puklink that boots from the ps2linux DVD, and then executes in normal mode. So you can upload via ethernet etc. PS2linux kit would give you the hardware docs to code your own stuff. Check that URL for more info. I'm only suggesting this for prototyping. Cheers JG |
From: Enno R. <en...@de...> - 2003-06-03 07:23:10
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J. Grant wrote: > You could always just use the Free Software on ps2dev.org > > With ps2lib + dreamGL might be all you need for your main code. But it won't help those of us who want to use middleware engines. Thanks for the answer Jason, it was very informative and just what I needed (although not necessarily wanted) to hear. Enno. |
From: Nalin S. <ns...@vs...> - 2003-06-05 07:58:40
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