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Directory: Sample Code
Description: Sample code
| ||[Package]||[Release]||[Release Notes]||[Download]||[Release Date]||[Days old]|
|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).|
| ||client||1.10||client-1.00.tgz (313 KB)|
client-1.10.tgz (269 KB)
|16 May, 2005||1650|
|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.|
|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.|
| ||simple||1||helloworld-1.0.tar.gz (2 KB)||16 May, 2003||2382|
|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.
| ||Development ScreenShots||dev||sshot_06.tga (901 KB)|
sshot_14.tga (901 KB)
|6 Sep, 2007||807|
|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.|
| ||demo-source||ledflash||ledflash-0.9.tar.gz (3 KB)||25 Jun, 2002||2706|
| ||reload1||1.1||reload1-1.0-1.1.diff.gz (2 KB)|
reload1-1.1.tar.gz (19 KB)
|15 Nov, 2004||1833|
|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.|
| ||Cel Shading||V1.0||cell_shading.tgz (287 KB)||1 Jun, 2002||2731|
| ||Flicker Fixed Kernel||0.1||flicker_fixed_kernel_hack.txt (4 KB)||11 Jun, 2002||2721|
| ||Hard Tuning||V1.1||HardTuning.zip (4,997 KB)||9 Feb, 2003||2477|
|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...|
| ||lesschess||0.11||lesschess-0.1.1-PS2.tar.gz (121 KB)||31 Jan, 2004||2121|
|obj2dsm - make ps2linux samples .dsm||obj2dsm is a conversion utilitie.
convert wavefront .obj 3d files to vu assembly .dsm files.
support stripped format.|
| ||obj2dsm_01.cpp||0.1||obj2dsm.cpp (18 KB)||2 Sep, 2002||2638|
| ||obj2dsm_01.zip||0.1||obj2dsm_01.zip (171 KB)||2 Sep, 2002||2638|
|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)|
| ||AC3DView||ac3d-view||ac3d_view-demo-tri-files.tar.gz (32 KB)|
opengl-ac3d_view-mipsel-linux.tar.gz (44 KB)
|18 Aug, 2002||2652|
| ||OpenGL demos||opengl-demos||opengl-asteroids-linux.tar.gz (4 KB)|
opengl-worms-linux.tar.gz (7 KB)
|16 Aug, 2002||2654|
| ||OpenGL Examples||opengl-asn||opengl-asn1-mips-linux.tar.gz (45 KB)|
opengl-asn2-mipsel-linux.tar.gz (50 KB)
opengl-asn3alpha-mipsel-linux.tar.gz (47 KB)
opengl-asn4-mipsel-linux.tar.gz (49 KB)
opengl-asn5alpha-mipsel-linux.tar.gz (51 KB)
opengl-asn6-mipsel-linux.tar.gz (48 KB)
opengl-asn-all-mipsel-linux.tar.gz (277 KB)
|30 Jun, 2002||2701|
|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.|
| ||images||1.0||cave.png (59 KB)|
city.png (67 KB)
face.png (306 KB)
mapedit.png (51 KB)
|21 Apr, 2005||1676|
| ||mapedit||1.1||mapedit-1.1.tar.gz (429 KB)||18 Jan, 2005||1769|
| ||source||0.1||pgardens-0.1.tar.gz (1,613 KB)||21 Jun, 2005||1615|
|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.|
|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 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.|
| ||ps2neural-docs||20020515-01||libps2dev-0.9.tar.gz (808 KB)|
vu_parallel_test.tar.gz (67 KB)
|15 May, 2002||2747|
|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.|
| ||pulsar-techdemo||0.1||2 Nov, 2002||2577|
|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.|
| ||xaal||1||player.pike (16 KB)|
xaal-1.00.tgz (24 KB)
|19 Apr, 2005||1677|