|
Name |
Description |
Subprojects |
| 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. | None |
| 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 eratosthenes@users.playstation2-linux.com | None |
| 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. | None |
| 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. | None |
| 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. | None |
| 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). | None |
| 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.
Enjoy! | None |
| 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. | None |
| 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.
-And more.....
| None |
| SPS2 Demo | surprise! :) | None |
| 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. | None |
| 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. | None |
| 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. | None |
| 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.
| None |
| 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.
Team members:
Ben Shaw
Daniel Punch
Morgan Doel
Ray Irvine | None |
| 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.] | None |
| vu coding stuff | This is a collection of tools, docs, etc to help vu coding. | None |
| VUC - VU Compiler | Compiler that translates a C like language to a VCL file that can be assembled to VU machine code. | None |
| VU Demo Coding Contest | VU Demos, harnesses and entries for past, present and future(!) VU Coding Contests.
| None |
| 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. | None |