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30 projects in result set.
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  Name Description Subprojects
Project 3D graphical MUD ClientThe 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).None
Project Advanced SPS2 DemosThis project contains various demos, effects and everything that may cross our minds and it's cool. Related projects: SPS2, SPS2DemoNone
Project C and C++ Programming Newbie SocietyThe 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.None
Project Elite Black EditionBased 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.
None
Project GIF/VIF/DMAtag disassemblerReads 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 harnessNone
Project GravaStarBelive 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 KitNone
Project joypadlib - A joypad libraryThe 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.None
Project KISS RendererThe 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.None
Project 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). None
Project lesschessThis 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...None
Project 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.None
Project 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/None
Project obj2dsm - make ps2linux samples .dsmobj2dsm is a conversion utilitie. convert wavefront .obj 3d files to vu assembly .dsm files. support stripped format.None
Project 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. bamse@playstation2-linux.com Thanks to Steven "Sauce" Osman for writing the SPS2. https://playstation2-linux.com/projects/sps2/ Thanks to Henry S Fortuna for the excellent Tutorial. http://www.hsfortuna.pwp.blueyonder.co.uk/ /BamseNone
Project 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 :).
None
Project PlayStation IDE for WindowsPSXIDE 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.
None
Project Project LandscapeProject 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.None
Project PS2 3D programming TutorialThis 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.None
Project PS2 Distributed Computing ResourceIn 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.None
Project PS2 Game Engineps2engine 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.None
30 projects in result set.
Displaying 20 per page.
<1> <2>