|3D graphical MUD Client||The client uses TCP/IP to connect to a server, which will provide strategic and tactical information regarding the game. Operational decisions are made by the client. The client supports audio using /dev/dsp, graphics using SPS2 (code by Jonathan "Kazan" Hobson), and uses both the pads and the keyboard as interfaces. It will allow people to talk to each other, fight each other and the monsters that are in the MUD, and solve any available quests (two so far).
Models are stored in Milkshape 3D format, textures in swizzled tm2 format and audio is currently in 11025 mono 8-bit format, though this could change later.
Players can move around with the directional buttons and the left stick, control the camera with the right stick, interact with the environment using the square button, fight using the cross button. Many other options (spells, option screens, mail boxes, et cetera) are available. See the file "CONTROLS" for details.
The project is currently looking for people that want to help coding and testing. Please contact me! (Contact me if you download the code, want to use the server, or for any other reason).|
|adam||As graphics hardware becomes faster, real time applications are starting to use high end production techniques, such as higher order surfaces, and procedural shading. Simlarlary users of production renderers are looking to use graphics acceleration, withouth compromising quality.
Adam is an attempt to produce a renderer which explores these converging areas of interest. It is based on the angel renderer (www.dctsystems.freeserve.co.uk), but is severely optimised to make use of the PS2 hardware.
It is RenderMan compatable.
|Advanced SPS2 Demos||This project contains various demos, effects and everything that may cross our minds and it's cool.
|AGDC Presentations 2002||This project contains two presentations that were given by staff from Sony Computer Entertainment Europe at the Australian Game Developers Conference 2002.
Sarah Ewen (sarahe) - "Console Yourself", about the Linux kit.
Dave Carter (dcarter) - "Introducing PS2 to PC Programmers", self explanatory.
We hope you find them useful. Feel free to contact us via the site with any questions.|
|Aidoru AI engine||Initially the project will consist of a vector unit accelerated AI engine for PS2 Linux. I hope to provide functionality for a few Neural Net architectures, A* and other pathfinding routines, various tree search methods, Prolog-style (but faster) logic, and various other useful AI game algorithms. Please view the README file for details and coding standards. If someone can donate some code/time, I would like to eventually add graphics and networking support to the engine.|
|akmem boot loader||Included by Sony with the 2.2.19 BBN kernel used in xrhino is a new memory device interface, "Another Kernel Memory" or "akmem". The akmem driver was originally developed for running BSD on Japanese MIPS WinCE handhelds.
This is a small project to port and document a user mode interface to the akmem device, for the purposes of dynamically reloading Linux development kernels on PS2.|
|APA Partition Support||This project provides the tools and information for running PS2 Linux on an APA (Aligned Partition Allocation) partition. This allows your PS2 Linux and PS2 Game Data to co-exist on the same hard-drive.|
|Apocalypse||A 3D game for the Playstation 2.
Developed as a learning exercise to give me a goal throughout my PS2 programming exposure.|
|APT||APT is the Advanced Package Tool, which originated with Debian. This project provides APT (for RPM), and dependant packages. It provides automatic dependency resolution, package downloads, upgrades, (un)installation, etc., for RPM based systems. Be sure to carefully, read the documentation before attempting to install, this software can corrupt your RPM database if not correctly upgraded.
No liability for the contents of this project can be accepted. Use the software, examples and information at your own risk. This project may contain errors and inaccuracies that could be damaging to your system. Although this is highly unlikely, the author(s)/maintainer(s) do not take any responsibility for any problems you encounter. Proceed with caution. You have been warned.
|Audio Engine||Audio Engine is a API that allows the user to call simple functions such as 'PlaySound' to add sound effects to their projects. Allows upto 16 voices to play at once, each voice having it's own volume and left/right settings.
As the API grows, things such as effects like low/high passes, reverb, echo etc will be added based on what users would like.|
|Ball Game||Welcome to Ball Game, your aim is to direct your ball to the goal on each level, sound easy? Then think again, you dont have direct control over your ball, instead you have to shoot it around the level, a bit like a pool ball, but this isn't some nice flat pool table, you'll have to content with gravity, wind, water and slopes, of course you're not entirely helpless, no you can collect power spheres along the way which allow you to change the properties of you ball (such as making it bouncy, or solid and heavy, or even turning it into a cube), but remember you can only carry a few of these spheres at once, it's up to you to decide which ones you want and which ones you leave behind.|
|Blazing Paintball||I would like to create a 2d paintball game with RPG qualities. Including stores, different tarrain, and a variety of weapons. I would like this game to oneday be a online game, for as for now it can be single player. Like for example you could have a certain amount of weight and you have to lvl up by getting splats. You will get money in the game. When you log out of the game your money and equipment is all saved so when you log back in you just keep splatting. There are AL players in the game that shoot back at you. If you would like to take part in creating this game just let me know.|
|BlockBuster:A 3D-arcade console game||BlockBuster is a 3d-arcade console game for the PS2Linux.
|blocksha||realtime 3D game.
project stopped in 2004.
started to use ydl on ps3 early 2007.|
|C and C++ Programming Newbie Society||The aim of the C and C++ Programming Newbie Society is to teach programming to a wide variety of skill levels. Ranging from people who have never written code in their lives, to people who are aces in other languages (Such as Perl, PHP, or Visual Basic). There will be links to tutorials, code snippets to download, compile on their PS2's, and learn from, forums in which to discuss programming techniques, and ask for C/C++ help. I myself am on the journey of discovery with C/C++, and will therefore be posting my progress for others to follow. The Playstation2 Linux platform is a new and exciting opportunity for would-be programmers to arise and share their ideas, this project will attempt to bring their ideas to life with the magic of C/C++ and PS2 Linux.|
|Compatmode||A final goal for this project is to have the entire source code and documentation for a PS2Linux game that I will write. By hosting my project here, instead of on my own personal webspace, the project will be made easily available for people in the PS2Linux community to access. This project will form a substantial part of my final year's project at University (which I will be undertaking from Septemeber next year, until completion, at Liverpool John Moores University).
In order to get to this goal I am going to create various smaller sub-projects, mainly as a learning exercise for me, but also they will be kept here as information for other PS2Linux users to access.
Some of the initial sub-projects will include:
- Simple polygon example
- Texturing example
- Matrix manipulation examples (rotation, scaling, etc)
- A 2D API to encapsulate the above
- 3D model importing and displaying code
- Perspective projection example, using Vu0 in macromode for matrix manipulation
- Example of using Vu1 in micromode
- Vu1 Micromode program to display a 3D model on screen
- Control pad example - moving sprite around screen
- Control pad example - moving 3D model around screen
- Sound example, playing multiple sounds
As well as doing the above sub-projects, I'll port a couple of simple 2D games I have already written for PS2 to PS2Linux (Pang and Space Invaders) and possibly a couple of other games I have written for other platforms in the past.|
|Compiled For Your Convenience|
A bunch of useful scripts, binaries, etc of all the stuff you're likely to compile yourself, to help get things up and running quickly when installing a new Linux Kit.
If you have compiled something and would like to submit it to the project, e-mail email@example.com with an attachment or link. The full list of project admins is available on the project page.
A list of links to useful ps2linux related websites is in the "Docs" tab.
CFYC now has a website.
Need to know what all this software does? Read the CFYC software guide list
|DJ Revolution||DJ Revolution is a real time DJ simulation that uses the analog controller DualShock2 (for Playstation 2) to scratch, switch records and tracks, adjust pitch, volume, and effects, and generally just remix stuff on the fly. It supports customizable records with user defined tracks, reversable crossfaders with different tapers, and customizable textures for the turntables, mixers, and record labels. Scripts will be included for creating new records and converting tracks to the 48k stereo 16 bit signed audio format that must be used.
Eventually, I'd like to add in a bemani-style music game where you can battle your friends in 2 player mode|
|EffecTV for PS2||"EffecTV" is a real-time video effect processor.
You can enjoy movies, TV programs and any other video stream through the many amazing effects.
"EffecTV for PS2" is a specialized version for PlayStation2 Linux.
It uses the power of graphics processing of PlayStation2 to create
more amazing effect.|
|Elite Black Edition||Based on the tutorials provided by Dr H S Fortuna a remake of the 1980's classic 'Elite' for the SONY PlayStation 2 Linux Development Kit. In the initial release only the original game will be available, ie trading/combat, however future addtions include the ability to play 'online', more ships, features (ability to fly around the planet surface for example, co-operation between players, fleet management and control, planetary system control.
Work in progress, currently will render all objects, and basic trading is being worked in at the moment.
The new home for this project is located here.
|FORM||FORM [http://www.nikhef.nl/~form] is a program for large scale symbolic manipulation, written and mantained by Jos Vermaseren at NIKHEF. This project tries to provide a working version of FORM with the intention of being useful for analytic symbolic calculations mostly orientated for scientific research. It partially covers the lack of Computer Algebra Systems (CAS) available for the ps2linux.|
|GDC 2002 Playstation 2 clipping||Presentation: Playstation 2 clipping using VU microcode ( GDC 2002 )
Implementation of a fast clipping renderer optimised for triangle strips.
Example of how to use the CLIP instruction in the vector unit.|
|Gentoo Linux on the PS2||Gentoo on PS2|
|GIF/VIF/DMAtag disassembler||Reads in a GIF/VIF/DMAtag from a file, and prints its contents to the screen, useful in debugging perhaps. Current beta can translate GIFtags and provide warnings for some errors that may be hard to catch (e.g. setting PRIM in REGLIST mode). No VIF/DMA support yet. Compatible with .dat files for VU competitions, and VU dumps from Sauce's modified harness|
|GNU binutils||Provide source and binaries of up-to-date versions of GNU binutils with EE patches.|
|GNU C Compiler||GCC is a standards compliant C compiler supported on a great number of platforms. This project will release binary and source versions of the compiler with support for Linux for Playstation 2.|
|GravaStar||Belive me or not, but there is a life on the Mars. Try to find it with the Grava Star Game. A Martian action/strategy game for Linux Kit|
|High Level Legged Animation System||This project will be a fully realized PS2 implementation of Girard and Maciejewski PODA system described in the paper from the '85 Siggraph proceedings.|
|Homebrew Haven||Homebrew Haven provides PS2/Linux kit owners with the documentation, tools and libraries they need to write PS2 native software that is loaded by the RTE bootloader. Such programs are assured full access to the PS2's hardware without the performance and operating system penalties imposed by the Linux operating system. Eventually Homebrew Haven hopes to provide demo, game, and application developers all the tools needed to run both standard and kit-bootable PS2 software.|
|interLib||interLib will be a library containing a vast array of intersection testing and collision detection functions that can be integrated into most programs. In later revisions, I will be including collision response functions and possibly, later even, some customizable physics functions. This will be the start of a longer, more complete physics library that I will later develop.|
|Jase's Funky Stuff||This project contains whatever bits of sample code and other useful tidbits I write or port across to PS2 Linux. Most graphics related, as I tend to spend most of my time doing things with the GS and Vector Units.|
|joypadlib - A joypad library||The standard joystick interface exposed through Linux, which is used by the samples included with PS2 Linux, is inadequate for accessing all the features of the newer Playstation joypads. Among the things you can't do with the standard Linux joystick interface are:
-Read the analog sticks
-Read the pressures on the "digital" buttons
-Set the joypad vibration
To address these shortcomings you could open up the devices directly in your own program and access and use ioctl commands. The problems with this approach are many:
-ioctl calls are ugly
-The format of joypad data isn't very well documented
-Accessing the raw data returned from the devices is
cumbersome and error prone
The joypadlib library hides most of the ugliness and complexity of accessing the joypads, which will hopefully give anybody using this library more time to create games.|
|KISS Renderer||The KISS (Keep It Simple, Stupid) renderer is a basic Path 1 rendering library built on top of SPS2 and intmdloader. It supports backface culling, trivial clipping and a simple parallel/ambient lighting model. A set of functions are supplied for uploading VU1 microcode, geometry and texture data. The library could be used as the basis for a game engine, or as sample code when developing your own renderer.|
|Laatukauraa (demo)||Laatukauraa is a tAAt (http://www.taat.fi) combined demo contribution for the Assembly 2002. Unfortunately it was not shown on the big screen, but here it is. Enjoy.
Includes source code (uses PS2GL). Does NOT contain the used libraries (libmad (http://www.mars.org/home/rob/proj/mpeg/) for mp3 playback and ODE (http://www.q12.org/ode/ode.html) for physics.
Requires the newest bigphysarea kernel patches (for PS2STUFF).
|lesschess||This is a port from OpenGL to SPS2 of a simple, fast, 3D chessboard program. Not all of the chess moves are yet implemented, e.g. castling, and no checking for endgame situations (like checkmate or stalemate) is performed. However, it compiles and runs perfectly fine, and is perfect for those moments that you don't have a chessboard handy...|
|LfP German documentation||The documents that are available now about Linux for Playstation 2 are mainly in english (or japanese)- other languages were not available.
That's something this project wants to change a bit: With Your and my help, we can translate important general and technical informations to german.
Please feel free to contact me.
Die Dokumente, die jetzt über Linux für Playstation 2 erhältlich sind, sind in englisch oder auf japanisch - andere Sprachen sind nicht erhältlich.
Das ist etwas, das dieses Projekt ein wenig ändern möchte: mit Deiner und meiner Hilfe können wir die wichtigen allgemeinen und technischen Informationen auf deutsch übersetzen.
Bitte kontaktiere mich hierzu.|
|Linux for PlayStation 2 Community||Linux for PlayStation 2 Community administrative page.|
|Linux Framebuffer for PS2||The aim of this project is to develop a Linux framebuffer driver for the Playstation2 that replaces the GS video driver that comes with the kit. The final goal is to test many non-X11 Linux libraries and applications for the embedded world that are based on the framebuffer abstraction (e.g. the Qt/Embedded library) and therefore cannot be used with the non-framebuffer based ps2gs driver. Examples of target applications: Konqueror web browser, Embedded Mozilla, Qtopia, etc.|
|Lunar Lander||Lunar Lander is a fun little 2D game based on realistic Newtonian physics. Thrust, acceleration and fuel mass loss are accurately modelled based on the actual specifications of the lander. The object of the game is to guide the lander to a safe touchdown while battling the relentless force of gravity.
I am using the SDL and SDL_mixer libraries to provide 2D graphics, sound and music.|
|mahjong 3d||Mahjong 3D|
|memcardlib - A memory card library|| The standard memory card interface exposed through Linux ends up being a little
cumbersome in real applications. If you want to read or get information about the
memory card you end up having to open the device and do ioctl commands on it. If
you want to write or delete files you end up having to mount/umount the memory card
into some known directory and then perform your file operations. This library
collects most of the things you might want to do with a memory card; such as
determine the type and read, write, or delete files; and wraps them up into a neat
interface, making the whole process of managing memory card files much easier.|
|MIDI monitor Art||"MIDI monitor Art" is a one of the visual musical instruments.
It's controlled by MIDI messages, then you can perform sound and visual live with playing the MIDI instruments.
It's consists of 4 parts, rhythm, bass, harmony, and solo.
Please check http://f27.aaacafe.ne.jp/~songen/|
|MIPS Assembly Language Tutorial||This is a tutorial in MIPS assembly language programming, intended
for individuals that have not seen assembly language programming before.
There is nothing in this course specific to the PS2, however PS2
developers have found the course useful.
The emphasis on how computers work. The goal of the course is not to turn you into a MIPS programmer, but to give you an understanding of all computer systems.
The only equipment you need for this course is a PC. The only software you need is the SPIM simulator of the MIPS R2000 processor and a text editor. The simulator is available by free download.
|Mozilla for PlayStation2||This project will provide a Mozilla distribution for the PlayStation2. This project will also collect associated files, utilities and documentation to enable users to build Mozilla on their own.|
|mplayer on PS2||The problem with a direct port of mplayer is by default it does several unaligned accesses and does not support (by default) any ps2 specific instructions.
We would like to do lots of profiling on this and based on our findings rewrite all the required code into assembly. The end result should be a very fast divx player for ps2linux possibly using sps2.
We will be 3 programmers on the project.|
|Myrkraverk's Adventure||This is Adventure, *the* text adventure :)
This is a port of an ancient FORTRAN IV sources to gnu g77. There are other versions of this game, that run without problems on almost any system, but this version has, so far, only been know as FORTRAN IV sources since 1979 (and possible binaries for a few years more).
I will agree that this is not what I intended to use the ps2linux system for when I bought it, but it *is* a video game :)|
|Native||Enables kernel mode PlayStation® 2 development, so applications may take full advantage of the PlayStation® 2 high performance graphics hardware.|
|obj2dsm - make ps2linux samples .dsm||obj2dsm is a conversion utilitie.
convert wavefront .obj 3d files to vu assembly .dsm files.
support stripped format.|
|Old School Games with SPS2.||I will be rewriting some old games like Pong, Pacman, Breakout and Space Invaders for example.
The purpose is to create a few more examples of using the SPS2 library.
The code needs to be well commented so beginners can understand it.
This is more a tutorial than a rewrite of games, some files might even just be examples in stead of games.
All code, graphics and sound needs to be created from scratch so the games will not be identical to their originals.
The examples does require sps2 0.4.0 or later.
Please E-mail me with questions or suggestions.
Thanks to Steven "Sauce" Osman for writing the SPS2.
Thanks to Henry S Fortuna for the excellent Tutorial.
|OpenGL Stuff: sample OpenGL code||OpenGL example code and other OpenGL related stuff. If you would like to learn how to program graphics with OpenGL then, Checkout the examples here to learn how, starting with the basics in 2D graphics up to basic 3D graphics. (see http://www.OpenGL.org for more info about the language)|
|OpenSceneGraph on ps2gl||This project is a port of OpenSceneGraph (www.openscenegraph.org) to the ps2 linux kit using ps2gl.|
|Peach Gardens||Peach Gardens is a 2d adventure game for Playstation 2 Linux kit. The game is situated on a wonderful piece of land, where nothing bad ever happens. In this world, a young boy is about to leave his parents to start a life of his own in some far-away land. As a player, your job is to guide the boy through various challenges that shape his skills and prepare him for his chosen profession. The game features exploration, puzzles, trading, some role-playing elements and mini-games.
Peach Gardens uses libps2dev library. Full source code is available at project page.|
|Performance timer||A simple wrapper for the performance counter functions described in /usr/doc/PlayStation2 which makes them slightly nicer to use. Written by sparky.|
|Phoenix||Fly and shoot things. Run and shoot things. Shoot things!|
|Pinp Is Not Pool|
====== Everything is now uploaded and in final form as far as we are concerned ====
This project is (at this stage) exactly what it says it isn't: a Pool game for the PS2 :)
The intention when this project was started was to create an arcadey Pool game with powerups, jumps, different playing surfaces etc... We were not able to achieve this in the given time, but otherwise it's a nice entertaining game :)
The game has been in development by us - a team of 4 at the University of Canberra - for about a year now, as our final year Engineering project. It was done mostly working on Saturdays and perhaps a few days here and there where we could fit them in.
To do in the future (probably by other willing people, since we don't have access to PS2s outside of uni):
Implement the 'arcadey' portion.
Make physics run better (on VUs?).
Whatever anyone comes up with :).
|Playstation 2 Linux System Documentation||The P2LSD Project provides documentation for setting up, using and programming for the Playstation 2 Linux system. Items included in the project are FAQs, HOW-TOs and Handbooks about very specific PS2 Linux topics such as "How to use the IPU" and "The Memory Card FAQ".|
|PlayStation Applications||This project will build some kind of Applications like BitTorrent Client, Mplayer, GTK2+ etc...for PS2-Linux|
|PlayStation IDE for Windows||PSXIDE codenamed 'KONDEV' has arrived, well at least a snapshot of my development and associated documentation that I have done.
KONDEV is (will be) the ultimate in console development so you can develop for consoles like the PlayStation, PlayStation2 (Native or Linux based), Nintendo64, GameCube, XBox, PC (Windows and Linux) you get EVERYTHING you need including editors, debugger, emulator, compilers, docs, libaries, tools. Oh yeah AND THE SOURCE CODE.
Contained in the zip file is the following :
Windows Binary of the IDE
Windows Dynamic/Static Libraries for the Emulator (YES!)
Windows Dynamic/Static Libraries for the Debugger
Various tools, work in progress
The source code to the LOT of it|
The new home for KonDev here.
|Project Landscape||Project Landscape is a project to develop a 3D commercial standard videogame for the Playstation 2 Linux format.
This project is NOT open-source and is only developed by authorised contributors.
The only reason this project is not open for development by public contributors is to keep project management simple.
Project Landscape will not use any non-PS2L specific 3D APIs such as OpenGL. This project is for PS2L and as such should run independently of a window manager and X-Windows.
The Project Landscape page also hosts several other projects including Bang for Quake2 and PS2LQuake.|
|PS2 3D programming Tutorial||This is a project of a tutorial about 3D programming with linux kit and SPS2 library module. This tutorial start from the basic of 3D programming and goes on on more detailed topics. The tutorials is composed by a pdf document and accompaning examples. Some tools written in Visual Basic .NET are used throughout the tutorial to accomplish various tasks. VB was used because it was quick to produce utility with and it produces better interface rather using plain C++. VB.NET make also possible to access C++ code through Managed C++.
I hope that you'll enjoy my work. Good work to everyone and have fun with PS2.|
|PS2 as a network server||The Linux for PS2 kit turns the PS2 into a full-blown Linux server. My intention is to provide a detailed and easy to follow set of documentation (including screen shots where possible) which describes the process of getting everything configured and working properly. As a start, I will be consolidating the existing documentation for the following procedures;
1) Configuring host and client information for basic networking*
2) Configuring samba file sharing for Windows* and Mac
3) Configuring telnet and ftp services for Windows* and Mac* clients
4) Configuring remote X-Windows sessions including links to free X-servers for Windows* and Mac clients
5) Configuring and running browsers (Dillo* and hopefully Mozilla in the near future)
6) Using the PS2 as a backup/archive box*
*Procedures and processes that I already have running in my home network environment
With its large disk and great data transfer rates, the PS2 appears to be an excellent resource for anyone wanting to backup other systems. The cost of the PS2-linux kit is very competitive with other backup solutions such as external tape. In my own case, purchasing the kit has eliminated my need to upgrade my Windows '95 machine (in order to increase disk capacity) or purchase a Sun blade, which I had intended to use as an E-commerce server.|
|PS2 Blender Exporter||The goal of PS2 Blender Exporter is to create an exporter for Blender, the open source 3D modelling package. The exporter will be written in Python, which is Blender's native scripting language. 3D models, textures and animation data will be exported to VU/VIF assembly source code.|
|PS2 Bluetooth Access Point||Turn your unused Playstation2 into a Bluetooth Acces Point providing GN, NAP and LAN profile. It can also be connected to other AP, or you can use DUN profile with your Mobile Phone as an alternative Internet access.|
|PS2 Controller Viewer||The program puts a image of a controller on the screen and shows the user what button they pushed on the controller graphically.
The program uses the Simple DirectMedia Layer to display the images and the joypad/ps2pad library to display read the playstation2 gamepad.
The main purpose of the program is to give an example of how to use some of the basic libSDL image Functions and give an example of reading a ps2pad.
With a little extra code this program can be used in a game for button configuration or to test if a controller is working correctly.|
|PS2 Conversion Utilities||The conversion utilities project is designed to create utilities to convert popular two- and three-dimensional file formats as well as audio file formats into formats useable by PS2 developers.
This project may also lead to work on file exporters for popular applications, such as a gimp plugin to export directly to PS2-friendly formats.|
|PS2 Demo and Presentation Project||Thinking about lugging your PS2 to your local LUG (Linux Users Group) for a presentation, but not sure what to show off? Interested in writing little demo applications to show off what the PS2 can do, to be shown at LUGs and computer fairs? Then this project is for you!
This project will provide a space where people interested in presenting Linux for the PS2 at user group meetings and community computer fairs can get together to show off their tips, tricks, and ideas for successfully presenting Linux for the PS2, can discuss new presentation ideas, and can post their PS2 Linux presentation horror stories :).
This space will also provide a place where demonstration developers can get together to produce software intended to show off the PS2's capabilities for use at such presentations. This could be anything from multimedia slideshow templates you can use for giving a presentation to your local LUG, to self-rumming demonstrations for use at computer fairs and trade shows.
Lastly, this space will also act as a place for members of the PS2 Linux community to announce upcoming demonstrations of Linux for the PS2.|
|PS2 Diskless Client||This project provides a means of using the Playstation2 without a hard disk in two ways. It provides a memory-card image for booting off of an initial ramdisk (initrd), or alternatively booting its root filesystem directly over NFS. Patches for the xRhino 2.2.21-pre1-xr7 kernel are provided for booting off of eth0 as a non-module (built into the kernel). Prebuilt kernel images and initrd are available, as well as do-it-yourself instructions. The initrd can serve as a rescue card with full (stripped) libraries and several binaries to recreate an ext2 or reiserfs filesystem and set up networking with NFS and telnet/ftp support. Most of the binaries are recompiled specifically for this setup.|
|PS2 Distributed Computing Resource||In between playing games, compiling applications, listening to music, etc., there is much unused floating-point power that could be used for distributed computing projects, like Folding@Home, SETI@Home, or Distributed.Net.
It is our aim to bring together several ps2 programmers that wouldn't mind discussing the advantages of having a client for the ps2 and also helping any compliant projects by porting their client, and eventually optimizing the client for the Emotion Engine.
Obviously, these distributed computing projects are not completely open source, but usually all interesting code is released. So volunteer porters will likely have to sign a NDA with the project saying they will not leak information about how the data is verified to be from an authentic client.|
|PS2 Game Engine||ps2engine comes from our school project. Our team, Delusional Studios,
are taking the Electronic Game Design course at NBCC Miramichi. For our
final product for next year, we are doing a ps2 game called Demonic
Psychosis. In order to be able to make the game in time next year, I am
starting the coding for the game engine now.
The game engine so far supports a DMA memory manager, a DMA packet
engine that supports automatic packet stitching with 32, 64 and 128 bit
support, a DMA packet scheduler that allows you to flag packets to be
sent or not and build a call list and send the call list for each DMA
channel independent of each other. The game engine will eventually
support quake 3 level support for interiors, quad trees for the outside
areas, key-frame and skeletal animation with quake 2 models, light-wave
models and custom file formats for optimized models. The custom model
support allows user's to enter openGL like commands to enter vertexes,
normals, colors. The matrix manager also is openGL like and contains all
off the commands from openGL including scaling, translation, rotation
and also a view matrix, projection matrix, camera matrix and model
matrix. Plus two other matrixes used for lighting. There will be many
more additions to the game engine as time goes by.|
ps2gl is an OpenGL-like graphics api for the PS2. The primary goals are performance and flexibility.
There is a mailing list for general discussion about development and usage of ps2gl: follow this link to subscribe (or update your existing subscription)!
Posts to the list may only be sent from subscribed e-mail addresses, to prevent spam.
|PS2 Hardware in Linux HOWTOs||The hardware manuals do a great job of describing the PS2 hardware in fine detail. However, they were written before the Linux kit existed, and thus do not refer to methods of using the PS2 hardware from Linux.
Linux is an operating system that is itself widely documented, tutorials on using Linux exist all over the net.
This project's aim is to bridge the gap - to answer questions directly relating to accessing and using the PS2 hardware from the linux kit.|
|PS2 Linux News and Research||Mass research that will cover many interesting aspects of the Linux Kit to bring something new to your everyday PS2 Linux life.|
|PS2Linux System set up and usage HOWTOs||The system HOWTOs are a bundle of useful information for any user installing, configuring and using Linux for PlayStation 2. They are written by the community to benefit other users - feel free to submit your own!
Docs include a new user's guide, and an install document.
For HOWTOs that concentrate on how to program the PlayStation 2, check out the "PS2 Hardware in Linux HOWTO" project, which hosts documents about development rather than sytem setup and config.|
|ps2linux: the basics||this project is meant to teach complete n00b's, and any one else, how to do just about anything on ps2 linux starting with the basics (comands,ect.).in the end hopefuly the forums will only need to deal with advanced technical questions. I'll post as i learn.
Help greatly appreciated.|
|PS2 Linux without a Hard Disk Drive||The Playstation2 Linux kernel allows for the possibility of expanding a file system image into a ramdisk created at bootup time. This bypasses the need for the hard disk and network adapter.
However, seeing as it must use the proprietary RTE on the kit's DVD1, this is not a way of bypassing buying the kit altogether, it would simply allow you to demo some of your work on a friend's PS2 without them having to buy the kit.
So far we have investigated and successully been able to replace the large glibc with the much smaller uClibc, and replace the shell and other useful commands with the busybox, both of which are used in embedded systems work, and are designed for small file sizes, thereby using less of the PlayStation's 32Mb of RAM with the ramdisk, leaving more for sample applications to run in.|
|PS2 Linux Yabasic||I wanted to clone the PS2Yabasic editor/interpreter from PAL demo discs and make it run under linux. I couldn't do it. If anyone wants to take this project over from me, e-mail firstname.lastname@example.org|
|PS2 Neural Network Simulator||PS2Neural is low-level framework to support running neural networks, optimized for the PS2's hardware (Hebbian-like and error-corrector/backprop). Some ps2neural developers are also interested in developing visualization plugins using the GS.|
|ps2stuff||ps2stuff is a collection of utilities and low-level code that I have found useful for ps2 development. Highlights: vu0 vector/matrix classes, dma packet classes with lots of error checking, gs memory manager, draw/display/texture environment classes, etc...|
|Pulsar||A 3d space ship shoot-em-up. Will run under native mode (not linux) using the psal library. The psal library is being developed along side Pulsar.|
|Qtopia for PS2 Linux||This project was created to build the Playstation 2 a fully functional UI while at the same time using as little resources as possible but maintaining performance.|
|Quake 2 for PS2||The single purpose of this project is to port the Quake 2 game source-code to the PS2 platform. Yes, Quake 2 is now officially "old news", but you might be surprised to learn that Quake 1 through Quake 3 use the same codebase. Once the porting effort is done, the project may evolve to incorporate more modern features.
Note that you will need game data from the Quake 2 CD for any of this to be of use, or you must have a completely new set of game data.|
|RealPlayer for PlayStation 2||This project will port Helix Player - the open source version of RealPlayer - to PlayStation 2 Linux. It will include codec support for RealAudio and RealVideo playback. It will also provide assorted build documentation and other help files.|
|Recursive 3-D Ray Tracing Program||RayTracing creates a two dimesional near-photorealistic picture of a three-dimensional scene. Combining scenes (frames) simple animations are also produced.
It takes an ASCII description file (*.rt) and "scans" the scene using the "Ray Tracing" techinque: the scene is projected from the viewer to the scene.
Understanding how this program works is very helpful in the learning process required to take advantage of the Ps2 3D graphics library. You learn why textures (materials) are needed, how lamps an thier position affect the coloring of the objects, reflection, transparency, etc.
The code is based on a PC MS-DOS 16bit code written by Christopher D. Watkins, as part of the Book "Programming in 3 Dimensions" ISBN 1-55851-220-9. This book is out of print.
The render quality is very good, but the performance (speed) is terrible. All output is painted on the screen using the POINT primitive.
Several description files are provided, including metalic bouncing balls, Waves, DNA molecule, engine, a pool table, a simple robot, etc.
New versions should make a better using of PS2 graphics and math libraries (to improve performance).|
|RISC library||It is a library of useful routines that can be used in simple assembly language programs that demonstrate basic concepts. It has already been used to writing executable solutions to all exam questions in the book: Introduction to RISC Assembly Language Programming, by John Waldron.
Programs that use risclib are staticly linked to it and are non-shared. This relieves the programmer from having to support position independant code. However, as a consequence of this, many simple standard library functions cannot be called. Non-shared code cannot be linked with shared code.
The library provides basic functions for reading and writing strings and numbers (in many bases). It does not yet support the reading and writing of floats. It privides several basic string operations, strcat, strcpy, str2num, num2str, str2upper, etc...
The biggest problem to overcome is finding a way to support the debugging on non-PIC programs with gdb. It may be possible to write an assembly source pre-processor that converts the non-PIC source into PIC source with debugging information.|
|Sauce's Visual VU Debugger||Sauce's Visual VU Debugger (svvudb for short) is a graphical debugger for the vector units. It has an interface that you view on your PC while you execute code on the PS2. This is an X-Windows interface for the PS2, for a PC running linux, as well as a native Windows interface for a PC running Windows. If you're developing VU code that's not targetted towards graphics, you could also run X on your PS2 and use this to debug the code.
The debugger supports both VU0 and VU1.
Some of the debugger's features:
- It allows you to debug UNMODIFIED applications as they run.
- It allows you to, from the command prompt, load up code and data and debug it.
- It allows you to browse all the VU registers and modify most of them when the program is suspended.
- It allows you to view and modify the contents of the VU memory.
- It allows you to single-step through the code or set specific breakpoints.
- With very simple changes to your code, the debugger can be triggered at the developer's will. This is useful when debugging a specific bit of code that may not necessarily be loaded when the debugger is started up.
- When the debugger is not running, applications run at full speed. With the debugger running, applications run at full speed except when suspended by breakpoints.
Future features for this project are top secret.
Please visit http://terratron.com/ps2linux/ for more screen shots.
|Simple DirectMedia Layer||Simple DirectMedia Layer is a cross-platform multimedia library designed to provide fast access to the graphics framebuffer and audio device. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power." Simple DirectMedia Layer supports Linux, Win32, BeOS, MacOS, Solaris, IRIX, and FreeBSD.
SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, Eiffel, ML, Perl, PHP, Python, and Ruby.|
|Simple Game Frameworks||The goal of this project is to provide simple working games such as Pong and Teris clones, that implement the bare minimum of features. This allows you to experiment with different areas of code, and to have a game framework to immediately apply them to.
For instance, if you want to try out a new AI idea, you don't want to have to program any graphics code in order to test it out. However, you might be able to apply your AI code more easily to an already working simple game framework.|
|Simple OSS Sound for PS2 Linux||SOSS allows defining instruments, specifying waveform, ADSR envelope and stereophonic pan envelope, which can be played in one of multiple sound channels using a simple API, SOSS will compute the resulting waveform in real time, and output it to a OSS /dev/dsp device. Sample code is included which plays a short piece of music, but SOSS can also be used for sound effects. The mixer is written in assembly language, and utilizes EE Core multimedia instructions.|
|soundlib - A sound library||This library provides a set of functions that allow for mixing and output of sound on the Playstation 2 Linux platform. Among the features provided by this library are:
-Built-in support for WAV, MP3, and OGG sound formats.
-Streaming from memory (for higher performance) or disk (for reduced memory usage).
-User-defined "callback" sounds.
-Hooks for post-processing on individual sounds as well as device buffers.
-3D sound processing.
-Changeable volume and playback rate for sounds.
-8 sample programs demonstrating features of the library.
-It's free. The source code is yours to do whatever you'd like.
|SPS2 Demo||surprise! :)|
|SPS2 - Direct PS2 Access Environment||The sps2 project is home to utilities that seek to maximize direct access to the PS2 hardware -- the DMAC, the VUs and the EE/GS registers -- within the linux kernel.
The approach taken by sps2 is one that requires no kernel modification (other than loading a kernel module) and does not permanently reserve any portion of the memory for DMA access at boot time.
This project is home to the module, the support libraries, and sample applications that use it.
A possible long-term goal for the project is to create an environment such that the same code can be compiled and run either within the linux kernel or directly on the RTE, hopefully maximizing the similarity between linux-based development and low-level development.|
|Stella (Atari 2600 emulator) for PS2||Stella is a cross platform Atari 2600 emulator. This project is a Playstation 2/Linux port of the project, using the GS for drawing rather than a slower middle layer such as X windows or SDL. A user interface is built into the program to support playing multiple games without quitting the program.|
|Subversion for PS2 Linux||Build of Subversion and required packages for Linux for Playstation(R)2.|
|Sync-on-Green converter for Playstation2||This project will provide ready-to-use design ideas, schematics, implementation, transferts picture, component lists and benchmark of devices to convert Sync-on-Green signal output of the Linux (for Playstation 2) kit to a common H/V sync used by standard VGA monitor.
Our idea is not to limit ourselve to only one design but several, using different chipset, because the availability and pricing of chipsets widely depend of the country.
Till now, we have proof-of-concept design using Elantec chipset and we are working on another design with a National semiconductor chipset.|
|Texture Swizzling||ezSwizzle is a Windows MFC application that allows you to swizzle/unswizzle your textures. It reads a number of formats and has a batch feature to convert all your textures quickly. It generates TIM2 files, but with the source provided it is very easy to change it to generate any format you are using. The documentation also explains the theory behind texture swizzle and has a table with swizzleable sizes and respective speed increases.|
|The BlackRhino Linux Distribution||BlackRhino is a free Debian-based GNU/Linux software distribution for the Sony PlayStation 2.
It contains over 1,200 software packages to aid in using and creating programs for the Sony PlayStation 2 GNU/Linux kit. The software packages range in functionality from simple games, to text editors, compilers, web servers, windowing systems, database systems, graphics packages, mail servers and a variety of other tools and utilities.
It is released in the hopes that an up-to-date Linux distribution will aid hobbyist game and embedded systems programmers in gaining new skills and creating new software for the PS2 Linux system.
|The PSynergy Journal||PSynergy is a an "Independant Journal for Playstation 2 Linux Kit Developers and Enthusiasts". It is scheduled to be released on a monthly basis. Its aim is to provide a high-quality medium for distributing PS2Linux Kit related articles for new and current developers.|
Visit PSynergy at http://psynergy.pakl.net
|UC Project Engineering Group||Project undertaken by 3 Software Engineering students from the University of Canberra as there final year project.
The game is going to be a driving sim based in the desert.
We are currently aprox 1/2 through the project and will release the source once we have it to a decent enough level.
|Vector Unit Command Line||VCL vector unit preprocessor. This tool lets you generate optimized vector Unit code from a single VU instruction stream. Documentation and samples are included.|
|VU1 Microcode tutorials||If you want to enter a VU1 demo competition, like the amateur comp from 2003 (congrats to Kazan!) but have no idea how to get started, you need this microcode tutorial series!
Alternatively, if you just want to learn beginners VU coding without the hassle of integrating VU code with EE code, the VU harness might be just what you're looking for.
The on-line version has moved! It seems that my uklinux.net website has disappeared, so the VU tutorials are currently at my own site - http://paulsmith.is-a-geek.net/vututs/index.html. As a bonus, all of the separate chapters of the VU tuts are now available as PDF files - there is a link on each page.|
|VU1nteractive||Simplistic tool to view VU1 register settings and execute single commands on the VU, first step in creating a debugger. Postponed indefinitely due to lack of resources. [For a VU debugger, please see svvudb, http://playstation2-linux.com/projects/svvudb/ and don't forget to set breakpoints.]|
|vu coding stuff||This is a collection of tools, docs, etc to help vu coding.|
|VUC - VU Compiler||Compiler that translates a C like language to a VCL file that can be assembled to VU machine code.|
|VU Demo Coding Contest||VU Demos, harnesses and entries for past, present and future(!) VU Coding Contests.
|VU emulator||VU emu is an emulator for the PS2 VU1 vectorial unit developed in C++. The aim of the project is to be able to test small micro code routines and, once the code is safe, use it on the PS2.
If you have a PS2 Linux Kit you should forget this program and use Sauce's Visual VU Debugger. Sauces debugger is a powerful tool which perform a lot more functionality than VU emu. But for the rest of the people who does not have a Linux Kit this tool can be usefull. In fact I get involved in this project be cause I was tired of see how all the Linux Kit development tools like VCL are not distributed under open source.
This version is a very early beta of the product and it should contain dozens of bugs, I promise to debug it as soon as I can. I started this project as an 2 hours entertainment and, finally, I need more than three weeks to do this beta. I am a little feed up of this application so I do not test it deeply. Please, report any error found to email@example.com in order to be fixed.Formula 1|
|Xaal'Tiqincis V||Xaal'Tiqincis V is basically the fifth regeneration of the old
Xaal'Tiqincis program that the Digital Challenge Group started
writing in 1989. This time without the graphics from Jan-Willem van
Aalst, but with 3D graphics provided by the ps2mud client, a project
elsewhere on this site.
This project will contain example server code for the ps2mud as well
as documentation about the project, as well as form an umbrella for
all related projects. Note that to run the software, you will need the pike programming languages working on your platform.|
|xmame for PlayStation 2||Building on Nicola Salmoria and The MAME Team's MAME emulator, and Lawrence Gold's work on xmame, xmame for Playstation 2 leverages the incredible amount of work already done to emulate classic and contemporary arcade machines in traditional computing environments.|
|xRhino Linux Kernel||The xRhino Linux kernel is a public kernel project to upgrade the standard 2.2.1 Playstation 2 Linux kernel to the latest 2.2.x series kernel and eventually the latest 2.4.x series kernel.