Here you will find documentation for the PSX IDE as well as other things like the GNU Compiler Collection
GCC, GDB, LD, MAKE, AS, as well as other compilers and there associated documentation. You will also find
the PSX IDE Application itself and the source code to it, as this has been released under the GNU GPL. A
copy of which is available for viewing here and at here .
This software was written by me, Chris Brooklyn. I wrote it because I just bought a PS2, played with one before
and was very impressed with its capabilities, as I had noticed that the PS2 has FireWire and USB connectors,
I got very interested when I found out that for about £180 I could get the official SONY development kit for it,
you know the keyboard, mouse, HDD/LAN modules, and Linux, so I started hunting the internet and looking for anything related
to console development, quite a lot of information, tools, source code, libs, documentation was collected and
through a slow process of reading the contents of all these archives i proceeded to look for ides for console
development, yeah no problem, psx, ps2, n64 mmm, but what if you want to develop for the psx and the n64,
but not the PS2? Or the psx, ps2 AND n64? What about the XBox, DreamCast etc ? Now I realised that there
were some ides, some good, some bad, most not what i wanted. so PSX IDE was born and sub-sequently KonDev
the home for all you console development needs, sorry got carried away their :). As well as the need for creating
for multiple targets there was a need to be able to customise the project specific so the tools that you as the user
would want for example, as standard is defaults to using the GNU GCC tool set located in C:\GNU however you
can change any or all of the tool set. By tool set I mean a C and/or C++ compiler, Assembler, Linker, Make tool,
and an optional Debugger. This was particularly interested after research first the PS2 then PlayStation and then
the Nintendo 64 I found that they ALL ran on a MIPS core, the PlayStation uses the R3000, the Nintendo 64 R4000
and the PS2 uses the R5900 ( the Emotion Engine ) and the R3400 ( the IO Processor, or the original PlayStation
on a chip just bit bigger and faster), by bigger I mean more cache buffers and/or size increases to previous buffers.
I then got grand and I am in the middle of expanding the core framework so that it will support direct console
communication via serial, parallel, or network connection, Local or Remote Target Application Debugging, via
serial, parallel or network connection. Emulation of target console by software only. The ability to produce
documentation direct from the user supplied source code in a variety of different formats, hence DoxyGen has
been selected for this. The ability to include custom written plugins for use with the ide and/or as well as the
target application. This is a large under-takening and should take about 6 months ( hopefully ) to complete.
Any suggestions are most welcome,
I have not released a version in any form at present due to the expansion of the frame work, which is going really
slow and very error prone, but not only that all 'external' tools that I use MUST comply with the
GNU GPL, so that I can customise the source to fit PSX IDE's needs, if needed ;)
PSX IDE is an IDE for Windows platforms only at present, there is a strong desire that for version 2.x and on-wards
it will be fully multi-platform aware, ie can run on any os and build for any target. Targets are defined as the console
that the finished application will be running on. ie can run on Windows / Un*x to create for psx, ps2, n64 etc. Oh not
only does it support mutliple-targets and compilers but it create things for Windows Direct X and/or Open GL and for
Linux target supports cli, gui or Open GL. It also supports templates, code syntax highlighting. Sorry
Borland but it is based on your C++ Builder V4 :). The reason for this is that I have
been using Borland's programming languages since the early days or Turbo Pascal, :), and have never like the MS
ones as they tend to bloat them out considerably