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Developing for the Playstation 2?

Kentai asks: "Im thinking of building my final year CS project around developing a piece of software for the Playstation 2 and I am wondering what various pitfalls I should expect. Bringing our own software to the living room on nice hardware seems like a whole new computer medium that would be fun to exploit. Problems I am expecting so far include: issues like obtaining a compiler (pretty important), the whole Playstation 2 CDR issue and legal issues. What compilers can one use to develop PS2 software, and how much does each solution cost? Also, has anyone had any luck or placed any hope on a Java VM for this platform?"

213 comments

  1. what kind of CS class is this? by sunconscious · · Score: 1

    i never got to make console games in my computer science education :( lucky bastard

  2. JavaVM come Christmas time? by dmorin · · Score: 2

    At JavaONE this year they had a big demo where they spoke of a JavaVM being part of the PS2 and I wanna say they said something about around Christmas time. The guy showed some interesting demos of going into a chat room and sending out requests to play some networked games.

    1. Re:JavaVM come Christmas time? by Sir_Real · · Score: 3, Interesting

      I could just do a google search, but maybe this will spark discussion... Why the JavaVM for the ps2? Aren't the graphics libraries sub par? I have yet to see a "good" java game on standard wintel hardware. If gaming isn't the goal, then I assume some sort of cheap service platform is.

      Just curious about the reasons for Java on the ps2, and the potential it holds...

      Thanks,
      Andrew

    2. Re:JavaVM come Christmas time? by GiMP · · Score: 1

      Java does SDL, nuff said :)

    3. Re:JavaVM come Christmas time? by dogbot · · Score: 1
      If you want to do a 3D live action game then do NOT use java. It is too slow. My definition of "too slow" - anything that isn't the fastest possible.

      If you want to do something else, then ignore me.

      Also for 3D games you need a good 3D package. See if your university has Maya (www.alias.com) and the PS2 export stuff (or bug your administration AW is very generous towards univeristies). 3d Max is cheaper if you have to buy it, but if you are not paying Maya is better.

    4. Re:JavaVM come Christmas time? by Glock27 · · Score: 1
      If you want to do a 3D live action game then do NOT use java. It is too slow. My definition of "too slow" - anything that isn't the fastest possible.

      That's nice, dogbot. Now, please point us to all of your 3D games written in hand-optimized assembly. Surely you wouldn't use the less efficient C or C++?!? ;-)

      Java is making tremendous performance strides all the time. Further, I'll bet you dollars to donuts that you could write a game using gcc 3.0's Java support that'd be indistinguishable performance-wise from the same game done using C++.

      A couple of relevant links:

      Arkanae

      Grand Canyon Demo

      186,282 mi/s...not just a good idea, its the law!

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    5. Re:JavaVM come Christmas time? by anacron · · Score: 2

      The latest release of the Java 3D APIs delegate handling to underlying open-gl calls, and in some cases to the video card itself.

      It's proven to be one of the lowest-level Java APIs available.

      When Sony releases the JDK for the PS2, expect to see some additional APIs which handle rendering. Remember, a java program is only as good as the APIs it calls. If Sony builds these well, you shouldn't even be able to tell.

      Also on a side note, a child response to this message said he'd never seen any good Java games for the WinTel platform. Well, my response would be all of JellyVision's games (You don't know Jack, Who wants to be a millionaire) were written using Java and JNI (Java Native Interface). The graphics calls were done in C++, and I expect the same to happen for the PS2. Sony will probably use JNI to provide wrappers for the existing calls.

      .anacron

    6. Re:JavaVM come Christmas time? by Tet · · Score: 2
      I have yet to see a "good" java game on standard wintel hardware.


      You'll notice that the original question didn't mention games at all, yet everyone seems to be assuming the plan is to write a game, just because it's on the PS2. My guess is that the plan was to do something else interesting, and to have it available on a machine that's in the living room, not at work or in the study...

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
  3. JavaGaming by EvilJohn · · Score: 4, Informative

    You might want to keep an eye on www.javagaming.org . A few of the Sun Guys Frequent that site, and will sometimes post little bits of information.

    --

    Less Talk, More Beer.
  4. From own college experience by FortKnox · · Score: 5, Insightful

    From my own senior design projects, let me discourage you from designing a game. We (3 of us) designed a PC game that used DirectX7, used 2D graphics, sound, and was online only (no AI). After working and designing it all year, we could only get people on the screen fighting one another. The amount of work we put in was the most out of any of the projects.

    I don't want to discourage you too much, but designing a game with graphics and everything is a huge task. Most people have no idea what they are getting themselves into when they do it, and it can pay dearly on the other classes you will be taking (I dunno about you, but the last year of college was the hardest classes, all requiring multiple programs to be done all year long). If you want to design a game, may I suggest something similar to a MUD or MOO? You can put more features into it, and people can have fun playing it. But getting a game working (with graphics) on a PS2 will require a ton of time, and a large team of people.

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    1. Re:From own college experience by KingAdrock · · Score: 1

      Yeah I spent a semester implementing a simple card game we had designed in a software engineering class. There was AI involved and no graphics (although graphics could easily be dropped on top because everything was in nice little classes). It still took me an entire semester and the game sucked. Oh well!

    2. Re:From own college experience by Sheik+Yerboutii · · Score: 1

      I can't believe that this was only modded up to
      2 ... I would say 5

    3. Re:From own college experience by Rayonic · · Score: 1

      Maybe you should have taken advantage of an existing codebase for your game? For my game-related Major Qualifying Project, I'm using code from several GPL'ed programs. Programming from scratch is hard, and there is no point in re-inventing the wheel. Cheers.

    4. Re:From own college experience by Antipop · · Score: 1

      I would think most professors would consider using another person's code cheating? I could be wrong...

    5. Re:From own college experience by DoubleD · · Score: 1

      Although your analysis and advice are good i believe the target is in error. The question says nothing about games. Some of the pitfalls of designing any software for a PS(2) would be the lack of experienced people to go to when you get stuck with some esoteric "feature" or bug in the ps2 environment.

      What would be a cool non-game piece of software to implement on a PS2? Some of the suggestions I have are: striped down photoshop style program, get a coupld of electrical engineers to make you a keyboard and make some simple office components. Now these are pretty tame and unoriginal ideas I expect better from the rest of slashdot.

      DD

      --
      "He is no fool who gives what he cannot keep in order to gain what he cannot lose."
    6. Re:From own college experience by ichimunki · · Score: 1

      Would that apply to standard libraries as well? It's all a matter of degree, discussion, and most importantly attribution. If he/she clearly delineates what his contribution was and what code was recycled, I can't imagine a problem. What I can imagine is a problem is the conflict between the school's traditional right to own the copyright on all works produced for credit and the GPL. :)

      --
      I do not have a signature
    7. Re:From own college experience by FortKnox · · Score: 1

      We, actually, considered crystalspace and other 3D engines, but decided to go 2D. It was a learning process, so we thought we'd go ahead and do the from scratch thing so we could learn DirectX.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    8. Re:From own college experience by dasunt · · Score: 3, Interesting


      Yep, designing an entire game is probably more effort then you want to put into a school project.


      OTOH, ever thought about doing a game port? Nethack is GPL'ed, and while the text version would suck on a playstation (trust me, text on most TV is icky), there is a version with isometric tiles that looks pretty nice, and, due to being a deriviative of nethack, is under the GPL with the source code available. Just do a google search for "Eagle Eye Nethack" and you should find it.


      Of course, I'm biased. I want a good game ported to another platform. Plus, since you save some time by porting an existing game, you have time to add more tiles to the game, which eagle eye nethack desperately needs.


      Just my $.02

    9. Re:From own college experience by Rogerborg · · Score: 3, Insightful
      • I don't want to discourage you too much, but designing a game with graphics and everything is a huge task

      Listen to this man. I spent a few happy years hacking Netrek, but when I actually tried to do a Master's thesis on an AI 'bot for it, I found that I had time to write the software, or to do the thesis, but not both. And that was on a small, well defined subset of a very mature 2D game, with no display component to worry about!

      Further to that, I didn't learn my lesson and spent a frantic couple of years as a commercial games developer. It was a vertical learning curve, and the pressure and expectations were immense. I just wasn't good enough, and got out. Since then, I have coasted through a couple of corporate code monkey, using no more than half of the potential that I was expected to show every day as a games developer.

      So hear this clearly: writing games is hard. Anyone who tells you otherwise is a producer, an armchair expert, or a psycho uber geek. ;)

      --
      If you were blocking sigs, you wouldn't have to read this.
    10. Re:From own college experience by ghoti · · Score: 1

      It's called Falcon's Eye NetHack - and it looks pretty cool. Thanks for making me look for it ;-)

      --
      EagerEyes.org: Visualization and Visual Communication
    11. Re:From own college experience by Majik+Sznak · · Score: 1
      ...get a coupld of electrical engineers to make you a keyboard...

      The PS2 has 2 USB ports. Sure, it's more _fun_ to make your own keyboard interface... ;)

      --
      Karma: Chameleon (Mostly affected by the 1980s)
    12. Re:From own college experience by dweinst · · Score: 2, Interesting

      Not for the PS2, but you might want to check out Stanford's video game competition . The games are all full 3D, and many have simple, but effective, AI, not to mention great gameplay! The results are incredible: after only 3 weeks, 3 people.

    13. Re:From own college experience by Anonymous Coward · · Score: 0

      When did this guy ever say he wanted to write a game?? Aren't you guys being a bit presumptious?

    14. Re:From own college experience by cooperj72 · · Score: 0
      Thank you all for the huge ego boost.
      Guess they don't make 'em ( students ) like they did in the early 1990s.
      Myself and a group of 5 others built a pretty cool defender style game with a sweet scrolling background of canyons and what not.
      Now you are all going to say that everything has to be 3d now and I'm an old timer without a clue.
      But actually I've poked around with alot of the latest free code and libraries (D7, OGL, Java 3D, Genesis Eng., etc) and the work is mostly done for you. Use these as references. Don't be affraid.

      Oh... and we built the game and a sprite editor in 6 weeks :)

      Cheers,
      J

    15. Re:From own college experience by Anonymous Coward · · Score: 0

      i didnt read anything to that effect either...maybe he just wants to make a simple graphics demo or a little text editor...it does not necessarily have to be a game...

    16. Re:From own college experience by jps3 · · Score: 1

      Check out the latest Blender (v2.2?). It has a game development engine, and seems to work quite well. A non-programmer friend of mine built a game akin to the 80s Battlezone arcade game in one weekend. You can easily "complicate" the game for a senior CS project by making use of the built-in Python interpreter, etc. Would certainly help you make an interesting game, and extend Blender's game with Python scripts, or possibly (I haven't checked) C/C++ add-on modules. http://www.blender.nl

    17. Re:From own college experience by Anonymous Coward · · Score: 0

      Making a simple 2d scrolling game is cake. It takes maybe 6 weeks to get a beta up and running with programmer art, with 1 person programming maybe 5 hours a day. It really isnt that hard.

    18. Re:From own college experience by dasunt · · Score: 1


      They were both birds.


      Seriously though, sorry, at work and was eating. In a rush.

    19. Re:From own college experience by SnapShot · · Score: 1

      You are an evil, evil person for making me aware of this project. So much for getting any work done this year...

      --
      Waltz, nymph, for quick jigs vex Bud.
    20. Re:From own college experience by Ymerej · · Score: 1

      A learning curve is a graph of time on the horizontal axis and ability on the vertical axis. So a vertical learning curve means that your ability increases very fast with time, which is the opposite of what I think you meant.

    21. Re:From own college experience by jiheison · · Score: 1

      Programming from scratch is hard, and there is no point in re-inventing the wheel.

      I agree, for the most part, but it sounds like building a wheel from the ground up is kind of the point of the project here.

    22. Re:From own college experience by Anonymous Coward · · Score: 0

      I think what he means is that a learning curve is a graph of expected knowledge vs. time... A vertical learning curve means that you are expected to learn everything all at once.

    23. Re:From own college experience by volsung · · Score: 2

      Own the copyright all works produced for credit? Those are some sucky terms. At my university, the author retains the copyright to all his or her own works (including those done for classes) unless they were produced on paid university employee time. I would have serious moral issues with a university that claimed to own copyright on projects I do for class. (I already paid them, right?)

    24. Re:From own college experience by Anonymous Coward · · Score: 0

      A steep learning curve means you have to learn a lot very quickly - you have only a short time to jump up a great deal in ability. A shallow learning curve means you can afford to build up your knowledge slowly, and the ability required at any point in time should be less (at least until the curves level out).

      'Learning curve' almost always refers to the future requirements on a person rather than a record of what happened. You have time x to reach ability y; if time x is less, or ability y is more (steeper curve) then the challenge is more difficult.

      Only if learning curves referred to past events could it be concluded that, in comparison to other curves, a steeper curve indicated that the knowledge was learned faster and was presumably therefore easier to pick up. This of course assumes the curves are compared on a percentage scale of how much you understand, levelling at 100% - otherwise, more difficult material would always require more ability and hence the commonly referenced steeper curve is again correct.

      Since the curves refer to future events, and are used in comparison only to themself, a steeper curve means "you must learn more, sooner", it doesn't provide any information on the complexity of the material itself which is constant for that particular graph.

    25. Re:From own college experience by Anonymous Coward · · Score: 0

      To use an appropriate comparison:

      velocity = distance / time

      If the distance (ability) is more or the time is less, then the curve will be steeper.

      When comparing graphs the conclusion is that the required velocity (difficulty/amount of work) is higher in these cases, not that it was "easier to go faster" for some cases than others.

    26. Re:From own college experience by dasunt · · Score: 1


      Yep, I am. ;) Seriously though, if you are going to skip doing work, spend a day or two in the gimp and make some images for the game, last time I played, it was in serious need of more images.


      *Grin*

    27. Re:From own college experience by ichimunki · · Score: 1

      Depends on the university, the program, and the types of work in question. They may not assume the copyright, but they may have an unfettered usage license. And yes, the terms under which most students attend educational institutions are sucky, especially smaller, private institutions.

      --
      I do not have a signature
    28. Re:From own college experience by Rogerborg · · Score: 2

      OK, OK, the expectation curve is vertical. Incidentally, I know that a vertical line isn't a curve. I had a great debate with a mathematician over ballistics curves. While he looked up some references and worked through the equations, I wrote five lines of code that did a binary search to find an more-or-less correct trajectory, and demonstrated the efficiency of my method by blowing the crap out of his units while he was still drawing lines and boxes on bits of paper. That pretty much summarises the games world; you don't have time to learn how to do it, you just have to make it happen! That's a great reason why games don't make great learning projects. ;)

      --
      If you were blocking sigs, you wouldn't have to read this.
    29. Re:From own college experience by Kalani · · Score: 1

      I don't know, I'm still a student and I don't understand why people think that "3d games" are inherently difficult to program. I made a basic 3D rasterizer in a weekend with cheapo T&L (or straight wireframe rendering). It's not a big step to move it around and whatnot. That's all in software too ... no libraries used at all (except for DirectDraw to output pixels to the screen).

      --
      ___
      The ends are ape-chosen, only the means are man's. -- Aldous Huxley
    30. Re:From own college experience by edwilli · · Score: 1

      What about a chess or checkers game? I would think tick-tack-toe on a PS2 would be impressive for a school project. The code would not be too hard to write but that's not the hard part with this kind of project.

      I would keep in mind what you think would impress your profs. Do they like lots of code, or a clever and unique project?

  5. I wouldn't worry. by Xenopax · · Score: 5, Funny

    I am wondering what various pitfalls I should expect.

    Don't worry, Pitfall hasn't been released for the PS2.

    1. Re:I wouldn't worry. by sammy+baby · · Score: 1
      Don't worry, Pitfall hasn't been released for the PS2.

      ...proving definitively that the Atari 2600 platform is superior to the PS2.

    2. Re:I wouldn't worry. by Schnapple · · Score: 1

      Just get Activision Classics for the PSX and play it on the PS2 like I did :)

      Schnapple

    3. Re:I wouldn't worry. by Anonymous Coward · · Score: 0

      How about Keystone Kapers? Now that is vintage Atari 2600!

    4. Re:I wouldn't worry. by GTRacer · · Score: 1
      What, with every 5th farking vertical line missing?

      I had that game for about 24 hours. I love Activision, and after the sheer joy and nostalgia that was the Atari/Midway collection running on Digital Eclipse's emu, I expected more great retrogaming.

      I grew up with an Atari 2600 and many bought or borrowed Activision carts. I thought I was going to really gorge on the 20+ games on that disc.

      Whoever wrote the graphics system for that collection blew it bigtime. It looks like the end result of using a 640x480 LCD projector with an 800x600 display! The whole thing shimmers and any one-pixel vertical line that moves horizontally (bullets) will shimmer in and out.

      Gah! Traded it in towards MGS anyway.

      GTRacer
      - Would buy version 2.0 if they fixed the gfx

      --
      Defending IP by destroying access to it? That makes sense, RIAA/MPAA. Go to the corner until you can play nice!
  6. How about developing for Playstation 1? by big_cat79 · · Score: 1

    I'm sure you really want a challenge, but how about developing for Playstation 1 instead? I'm not sure how complex your game must be, but remember it takes teams of devlopers, graphic artists, etc. a year or two develop games, if not longer. Gran Turismo 3 is the first game that was solely developed using PSX2 code. How long did they probably have the pre-reqs and all this information you need to develop that game? While I'm sure you aren't doing anything as complex as GT3, I'd still suggest doing it for the PSX1 instead

    --

    BigCat79

    "The dead have risen and are voting Republican!" --Bart Simpson
    1. Re:How about developing for Playstation 1? by Anonymous Coward · · Score: 0
      Turismo 3 is the first game that was solely developed using PSX2 code

      What kind of garbage statement is this? Ignore big_cat79, he's obviously a complete idiot.

    2. Re:How about developing for Playstation 1? by jgerman · · Score: 2
      Sounds like a plan to me, I've always wanted to get into console programming, but haven't ever got around to it.


      Anyone have some informative links to info for coding on the original PS?


      I don't even know where to start (not this matters this will probably remain unfinished project #9877586) I'm assuming you'd need a mod chip to play burned discs...

      --
      I'm the big fish in the big pond bitch.
    3. Re:How about developing for Playstation 1? by Anonymous Coward · · Score: 0

      I think what he means is that most of the first generation PS2 games were nothing more than PS1 code that the PS2 processor ran a lot faster. ie. A lot of them didn't touch the PS2's dedicated graphics/3d chips because of the difficulty in programming them - the programmers just did the math in software.

  7. Dreamcast by markbthomas · · Score: 1
    The dreamcast development scene is quite good. I suggest some of the standard places like Marcus Comstedt's Page and Dan Potter's DC Dev Page. I've just bought myself the serial slave cable from Lik Sang and I plan to start coding soon.

    I don't know what the PS2 situation is like.

    1. Re:Dreamcast by Schnapple · · Score: 1
      Agreed. Dreamcast already has a thriving development scene, though most of it is porting existing emulators:

      DCEmulation.com

      Plus, the Dreamcast can already boot from a CD-R, something the PS2 can't do natively. And they're $80 these days.

      Also, Bleem [bleem.com] has made the most of the independent DC scene. Randy (of Bleem) reverse engineered all his own tools and they finally released BleemDC for GT2, the first commercial software based emulator for one console based on another. They're about to unveil one for Metal Gear Solid that makes that game look even better than the PC port. If you hit the Bleem!Cast Forum [dcemulation.com] and ask real nice, Rand will probably even answer questions for you (he's pretty cool like that).

      As for porting non-emulators, a guy on the DCEmulation page going by crt0 ported Doom to the console, the first game to be ported to it (and the first "straight" port of Doom), so you might want to give him a shout on the boards.

      Schnapple

    2. Re:Dreamcast by Grahf666 · · Score: 1

      Quake runs on the DC too.

      That's Quake 1, mind, not Quake 3 or somesuch nonsense.

  8. RedHat did the original emulator, no? by janimal · · Score: 1

    I definitely heard from RedHat people that they did the original PS2 emulator for Sony, which was to be released Open Source (I don't know about free, but I think it may be so). Sony needed this emulator to develop games for the PS before the hardware was working.

    cheers!

    1. Re:RedHat did the original emulator, no? by Anonymous Coward · · Score: 0

      Why would Sony need someone else to write the software emulator when they created the hardware and design specifications?

    2. Re:RedHat did the original emulator, no? by Anonymous Coward · · Score: 0

      Toshiba created the hardware *and* the emulator. This Red Hat guy is talking out of his red hat.

  9. do your own damn project by Anonymous Coward · · Score: 1, Funny

    Will /. be in the references?

  10. My experiences by Anonymous Coward · · Score: 0

    I developed a bad case of carpal tunnel syndrome on the PS/2!

  11. pfffft ps2... by Anonymous Coward · · Score: 0

    Why don't you take on a real challenge, and code a game for an analog wristwatch.

  12. Metrowerks has a PS2 compiler by bbh · · Score: 3, Informative

    Here is a link to Metrowerks CodeWarrior for Playstation 2. I'm not sure about the pricing, but there is a pricing link there where you can send a request for pricing on it. There is also a datasheet, FAQ, etc.. there. Definitely a place to start.

    bbh

    1. Re:Metrowerks has a PS2 compiler by Kalidor · · Score: 1

      You really should hunt around actually. Or perhaps consider PS1 as a base for a game. I managed to get a really outdated and Cheap copy ($30) of Code Warrior at my school store, and it included the PSX compiler.

      Food for Thought ^_^x

      --

      Code softly but carry a big magnet.

    2. Re:Metrowerks has a PS2 compiler by ChaosMt · · Score: 1

      If you have to 'request' pricing, ask for a quote, 'just' call and talk to anyone, it is WAY too expensive to consider. Most of the time, this is the way to sort out the hobbiest doing it for the love, from the professional doing it for the dough. It will be especially bad if they'll only give a price on the phone, where the sales person has to act as a trauma counsellor after you hear the price. When getting a quote requires a *visit* from a sales person, you'd better hope they bring an anesthesiologist - 'cuz it's gonna be painful.

    3. Re:Metrowerks has a PS2 compiler by Anonymous Coward · · Score: 0

      Indeed it does have a compiler. I work there. On games no less. PS2 development is not for the faint of heart or the shallow of wallet. It looks like you are not actually looking to make a game. Having spent 3 years working on a game I can tell you that you don't want to make a game. Especially with your time frame. The work is tedious and there is a lot of it. The PS2 dev kit (hardware for testing and debugging) will run you around $15000 which you get from Sony. Most CodeWarrior game licenses are in the thousands as well but not nearly that high. This is mainly because the market is pretty small for people who want to develop as a job. If you really want to do software for the PS2 I would scour for some way to hack a dev kit together yourself...but that could be a project too.

    4. Re:Metrowerks has a PS2 compiler by HomeySmurf · · Score: 2

      The following is a response to a query about the codewarrior kit:


      Hi,

      Thanks for your e-mail and for your interest in CodeWarrior for
      PlayStation2. The first step in beginning to develop games for the
      PlayStation2 is to become licensed by Sony. The use of our tools
      requires that you have the hardware and software that Sony provides to
      its licensed PS 2 developers. Have you already begun the licensing
      process with Sony and if so what stage are you currently in?
      Once the licensing process is complete you will be able to use our tools
      to develop for the PlayStation2. Prices for the software range from
      $4800-$7200 per seat.
      If you have any additional questions please don't hesitate to contact me
      directly. Look forward to hearing from you soon!

      Regards,

      Becky



      So start saving your pennies, because the licensing from Sony is very expensive.


      --
      "Politics is for the moment, an equation lasts eternity" -A. Einstein
    5. Re:Metrowerks has a PS2 compiler by Suppafly · · Score: 1

      man that would be cool to have.. how outdated is it?

    6. Re:Metrowerks has a PS2 compiler by Anonymous Coward · · Score: 0

      Hear, hear! Or in Slashdot terms, mod this up!

  13. screwed by YOND+R+BOY · · Score: 2, Informative

    well, codewarrior seems to be popular with the kids despite its $5000+ price tag and that isn't even counting the $40,000 sony charges to be a licensed developer, a title without which Metrowerks won't sell you a PS2 compiler. Besides, there has to be something free out there (or maybe make your project a PS2 compiler!!!)

  14. Linux for PS2 by Anonymous Coward · · Score: 0

    Didn't I hear something a while back about a linux Distribution for PS2? if so, I'm sure you could develop for that. Also, PS2 has parellel processors, which makes it interesting to develop for. If you want to learn to program for a parallel machine, PS2 is by far the cheapest one you're going to find.

  15. Python! by smallpaul · · Score: 4, Informative

    Python has been used for commercial games on the PlayStation 2. I don't think that the development tools are on the Web because of Sony licensing. But if you know who to talk to and where to look, you can probably find them.

    1. Re:Python! by Anonymous Coward · · Score: 0

      That's interesting, but which commercial games? And used in what way?

    2. Re:Python! by smallpaul · · Score: 2

      I was hoping that someone with more info would jump in. I know for sure that Python has been used for AI and scripting of PS2 games. And I know that there is a Python Game writing API (mostly used so far for old-style arcade games) called PyGame. I do now know whether PyGame itself is available on the PS2.

      If not, I do not know how rich the Python APIs for the PS2 are. You'd better check with one of the guys who have done it (links in parent)!

    3. Re:Python! by JasonAsbahr · · Score: 2, Interesting

      Erwin Coumans and I have (independently) ported Python to the PS2, and I'm currently working on a project which allows designers to create game logic in a GUI tool and automatically generate Python code for the control of PS2 agents. I probably *will* be releasing the PS2 patches to Python shortly, and I hope to be able to detail some of the GUI work in a paper at the upcoming Python conference.

      Next up: Python for the GameCube!

      Jason
      jason at asbahr dot com

  16. Go for dreamcast, NOT ps2 for homebrew by batkiwi · · Score: 4, Informative

    The dreamcast has an EXCELLENT community built up around homebrew.

    There is an awesome library/miniOS called KOS which gives you hooks into everything, you compile with an SH4/ARM crosscompiled gcc, and it's easy to do once you're set up.

    http://dcdev.allusion.net/

    The PS2 homebrew crowd is JUST STARTING to get off the ground, but there's still problems of having to hack your ps2 with a soldering iron to get it to boot a cdr/etc, as well as very weak library support.

    Homebrew console programming is very fun, but go for dreamcast, ESPECIALLY with how cheap dc's are right now.

    There's even ways to get a serial cable hooked up, so you get debug info and can upload your program without burning a disc every revision.

    Better support will not be found!

    1. Re:Go for dreamcast, NOT ps2 for homebrew by Rogerborg · · Score: 2
      • The dreamcast has an EXCELLENT community built up around homebrew

      Good point. Also, how about the Gameboy Advance? Cheap hardware (free emulators easily available), decent developer resources, plus it restricts you to realistic projects and obliges you to be disciplined during design and development.

      The compiler is time limited evaluation ware with a hack, or you could beg poverty.

      It's a fun platform that teaches valuable skills, and it's realistic. Go for it!

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:Go for dreamcast, NOT ps2 for homebrew by nft · · Score: 1

      KOS 1.1.3 also runs on Game Boy Advance. As for getting into it *cheap*, lik-sang.com has a GBA coding cable for $20. Bang!

      -=nft=-

      --
      "We must be the change we wish to see in the world." -Gandhi
    3. Re:Go for dreamcast, NOT ps2 for homebrew by LighthouseJ · · Score: 0

      There's one major piece left in Dreamcast programming, that's the PowerVR specs. PowerVR is the name of the advanced 3D graphics processor and all that goodness. I've been pining over programming on the DC on some of my own projects.

  17. Java games API by Dy1ng34r7h · · Score: 2, Interesting

    You might want to get in contact with the people doing this...

    http://www.jcp.org/jsr/detail/134.jsp

    JDK1.4 allows double buffering and full screen control, so start with that as a base (it's in beta at the moment)

    If you do decide to use Java, go for something simple that is 2D based and tries to engage the mind rather than blister the fingers.

    Good luck!

    --
    -- "Gookin! Why do you lie amongst the cheeses?" www.dyingearth.com
  18. Wow by JAVAC+THE+GREAT · · Score: 1

    I'd say if you're already posting a slashdot article just to find development tools, then you're going to have much bigger problems actually doing the development.

  19. Could you make it into a porting project? by Da+VinMan · · Score: 1

    It occurs to me that there are already a substantial number of games available for Linux. How about concentrating on making them available on the PS2 with a porting effort instead of writing a game from scratch? The way I see it, if you're writing a game for the PS2 as the project, you're really dealing with 2 major topics, the machine's architecture AND the porting effort and all of the issues inherent to that (which you'll need in order to get a working compiler, etc.). If you limit yourself to one of the two issues, I think you'll have a much better chance of meeting your goal.

    That said, how about considering porting a gaming toolset/harness/framework to the PS2 as a sort of bootstrap for games to be easily developed for the PS2? What comes to mind for me is SDL and one or more of the toolkits surrounding SDL (especially PyGame!). That way, you'll be able to actually contribute something to the community, and you'll get working PS2 games (hopefully) in the bargain.

    On the other hand, you could just obtain the stock PS2 development kit (whatever it is) and concentrate on just making a game using the tools they recommend. Given the lack of PS2 titles though, that must be more difficult than it sounds.

    --
    Please mod this post only if you think others should/n't read this. I have enough ego^H^H^Hkarma. Thanks!
  20. PS2 SDK by Anonymous Coward · · Score: 0

    I've actually been very interested in learning about PS2 development recently, but have been fairly disappointed. Apparently, you *cannot* use a PS2 debugger without a package that includes an emulator and several PCI boards that plug into your box. The only official Sony agreement I've seen online quoted $20,000 for a license, but in other places (game developer sites, etc.) I've seen anywhere from $7,500 to $25,000.

    If you find a less expensive (or even freeware) way to develop for PS2, please post it here!

  21. Compiler for Playstation2 by pyros · · Score: 1

    Metrowerks has a compiler suite. Check out this site for info on all their game console suites. Don't know the price, but they do have a 30 day eval.

  22. Link to the compiler by alteridem · · Score: 2
    The only compiler I know of for the Playstation 2 (and many game platforms) is Metrowerks CodeWarrior for PlayStation 2.

    It is very expensive, but it is nice to use a compiler that works the same for multiple platforms such as Linux, Windows or the Palm OS. As for cost, you need to contact games@metrowerks.com for a pricing/packaging matrix.

    1. Re:Link to the compiler by morcheeba · · Score: 1
      From the free trial page: :(

      (You must be a licensed Sony PlayStation 2 developer to receive this product.)

      If you are not a licensed PlayStation 2 developer but are interested in signing up,
      please email: The_Future@playstation.sony.com or call 650-655-6040
      for more information on how you can become a licensed developer.


      So the question is, will becoming a licensed PS2 developer cost more than the compiler?
    2. Re:Link to the compiler by jrockway · · Score: 1

      Uh, just click yes. It works fine ;)

      --
      My other car is first.
    3. Re:Link to the compiler by Tet · · Score: 2
      The only compiler I know of for the Playstation 2 (and many game platforms) is Metrowerks CodeWarrior


      Of course, there's always gcc. Sony supply gcc-2.95.2 with their PS2 Linux kit available in Japan. Assuming the necessary changes aren't already in gcc-3.0, you can request them from Sony. However, just having a working compiler won't get you very far. You need datasheets for programming the custom hardware, and preferably prewritten libraries that do most of the hard work for you. A genuine PS2 development kit comes with these, but it also comes with a hefty 5 figure price tag. The bottom line is, if you're looking to do anything on a PS2 that does something graphical, you're probably out of luck. Unless you can get your hands on a PS2 Linux kit, of course, which comes with a "PS2 Special Graphics Library", which as I understand things, is an OpenGL (or Mesa) implementation for the PS2 gfx hardware.

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    4. Re:Link to the compiler by Anonymous Coward · · Score: 0

      Yeah, it's $40,000 to get licensed, and $4000 for the compiler. Damn moneymakers. ;)

  23. PS2 Coding by white · · Score: 3, Insightful

    PS2 coding is *very very tough* if you want to get something that's fast. To get the best performance out of the PS2, you have to synchronise a lot of different hardware - it took us 18 months to get a decent engine written, and we're a team of experienced game coders. You have to understand that hardware backwards, and be aware of the various hardware pitfalls that exist.

    It's a very, very, very difficult beast to code without using middleware, and that's expensive stuff.

    1. Re:PS2 Coding by yerktoader · · Score: 1
      This is very true. If you had spent time reading the gripes of developers on websites like The Register you'd understand why this is so true. With 32Mb of RDRAM it's extremely difficult to fit multiple textures into active memory. I may not have stated that correctly, but I do remember developers griping about the difficulty of PS2, and the ease of use on the Dreamcast.


      I highly reccomend using the Dreamcast, as their development scene is broad and established. Plus the Dreamcast is now around 80 or 90 dollars. Development is cheap, easy and effective. I'm a huge fan of the Dreamcast, and I was truly saddened by Sega's failure to market the system effectively, ending in their presence in the console market.


      Long live the Dreamcast!

  24. Gran Turismo 3 is the first game..... by Vermifax · · Score: 1
    "Gran Turismo 3 is the first game that was solely developed using PSX2 code. "


    What are you talking about? How about justification for that statement, as I believe you are full of it.

    --

    Vermifax

    Logout
  25. Why bother? by gazbo · · Score: 1

    I don't mean to sound rude (though I'm sure that it will anyway) but at university in the UK, CS dissertations are supposed to be on (or at least near) the cutting edge of CS technology. Writing code, and researching ideas that advance computing e.g. there were projects on CASE tools, radical design methodologies, evolutionary algorithms etc, etc.

    It seems to me that writing software (be it a game of a 'conventional' app) with the only twist being that it's on a PS2 is a bit of a waste when you should be showing real talent and original thinking.

    Oh, and as has been said before, if you're planning to write a graphical game, DON'T. They're bloody hard.

    1. Re:Why bother? by Anonymous Coward · · Score: 0

      Bollocks. Anybody who's done any grad school will tell you that 99% of undergrad thesis are bogus (and probably about 80% for masters). Face it- being exposed to one or two years of generic algs and os classes is not enough to put you up to date with the state of the art.Anybody that thinks their undergrad thesis is revolutionary should try submitting the work to a decent conference..

      I say senior design projects are YOUR chance to do something YOU like. As a software/hardware engineer this may be the last chance you get to work on a project that you have full creative control over. Or you can work on yet another branch prediction scheme that improves performance by 0.00001% (well, excluding that fact that its impossible to build and was already developed by DEC 12 years ago as an in-house technology that was never openly released).

      I'd also say forget games..Be more creative with what you get the box to do..You don't have to sell a product, just do something that looks cool..

    2. Re:Why bother? by Anonymous Coward · · Score: 0

      Given the vector processing power of a PS2, I think there's plenty of room here for original thinking. Who says all apps for game machines have to be games? The differences between "games" and "simulations" are small in many respects, and the range of applications for simulations is very large.

      I'd love to see the local TV station install a new "weather forecasting system" that consists of a dozen PS2's and some custom software.

    3. Re:Why bother? by Elgon · · Score: 1

      Agreed on the graphical game bit but I don't agree with the cutting edge bit - for a bachelors about the hardest thing you'll do is write a compiler, although this isn't easy either.

      Elgon - Any compiler will have n passes, where n tends towards the number of coders on the project.

    4. Re:Why bother? by gazbo · · Score: 1
      OT, but straight from the Jargon file:
      Tom Cheatham's amendment of Conway's Law: "If a group of N persons implements a COBOL compiler, there will be N-1 passes. Someone in the group has to be the manager."

      And you're right, BSc projects never (rarely?) come up with brand new ideas, but it's nice to at least work with brand new technology, riding just behind the cutting edge.

      You're unnervingly accurate, though; IIRC, a project I turned down when doing my BSc dissertation was to write a compiler for a lecturer's pet functional language.
    5. Re:Why bother? by Anonymous Coward · · Score: 0

      Game programming not requiring talent and original thinking? Boy are you clueless about game programming.

    6. Re:Why bother? by Anonymous Coward · · Score: 0

      Yeah, I mean for instance just look at how many different ways you can present Tetris.

      You can do it with gems, fruit, hexagons, mean bean machines, bubble bobble bubbles, sideways, in black and white, three dimensionally, with new backgrounds, in space, upside-down, by colour, by number, match the rows, match four in a row, match a group of four, with size-5 pieces... now that's originality!

      Hmmm... you could code Tetris for PS2 I suppose. No doubt someone's already done it, but you could make yours the definitive PS2 version by following the universal rule for Playstation - it MUST rain at some point during the game.

  26. nukem by Anonymous Coward · · Score: 0

    some guys i know made a 3d duke nukem like game in their spare time at work. can't say itwas greeat, but it did not take them that long.

  27. Game consoles are not open!!!!!!!!!!!!!! by Anonymous Coward · · Score: 0

    Sony, Nintendo (and Microsoft, soon) makes money with the licenses and the sdk of their consoles, It's not really possible to make games for a current console if you don't pay then for the sdk and a license. (not funny, eh?>??)

  28. PSX2 devel kit by Anonymous Coward · · Score: 0

    Well, my memory is a bit weak, and my japanese is realy bad. But as no one seems to have mentioned the psx2 linux kit, i will share whatever little info i have.

    http://www.jp.playstation.com/linux/

    This is al in japanese, so i cant make much sense out of it. The kit is only sold in japan, but i think i remember seeing som poll or similar, about geting sony to sell the kit in north america aswell.

    I dont even know what the kit contains, but if i remeber correctly its a dvd disc with some linux runtime, and a hd, and most likely other things aswell =)

    I dont know what this devel kit contains, if it will let you write programs that makes use of the psx2 graphics and sound capabilities in any way, or if it even contains docs about the hardware etc ( i seriously doubt it does that, with some luck you get some binary only api to work with )

    On the other hand, i think this kit is the only solution a CS student can afford, because geting a full psx2 devel kit, will cost, many dorrah.

    *PHART* BULLE

  29. Playstation developement (slightly OT) by Forager · · Score: 1

    It's funny you ask about developing for the PSX2. The school I'm attending offers game developement as a majour, and part of that course involves design for console systems. About four years ago the GD department purchased about 30 of the PSX developement stations for use in the program. What's really great about this, however, is that any student who is attending the school can sign out one of the boxes, just like a library; that is, any student can just waltz on in, present their id, sign on the line, and waltz on out with a PSX developement box to play with. Of course, the program has since STOPPED using those boxes, so they pretty much lie dormant most of the time.

    The other problem with the boxes is that no one here knows how to program for them. We're an ART school, and our game design courses are more focussed on the artistic side of game developement, not the technical side. SCAD turns out GD theorists, level designers (we're the only art school in the country that offers a Master of Architecture), texture artists, modelers and animators (some students have gone on to work for Digital Anvil, Square, etc).

    We've got something of a predicament here; we have a GREAT art department, but sadly we have no programmers here, and so the potential of those 30 boxes are more or less wasted.

    This post is something of a followup to the topic: What should artists in a position like ours be doing? The potential for some beautiful stuff is there; any recommendations on a way to learn basic PSX programming to utilise that potential? Remember, you're speaking to an artist here; I know nothing of programming beyond very basic VB stuff =)

    This post will probably never see +2, but any responses are appreciated.

    ~Aaron.
    aabdel20@NOSPAM.student.scad.edu

    --
    student of animation and the fine arts
    1. Re:Playstation developement (slightly OT) by Anonymous Coward · · Score: 0

      get a good C book and check out one of those idle boxes. they'll come with enough docs and tools to get you started. try starting with a program that prints out Hello World on the screen and if you get that far, youre all set.

    2. Re:Playstation developement (slightly OT) by twelveinchbrain · · Score: 1

      How about utilizing the potential of references to creative poets? I'm talking about your sig, penned by Stephen Crane in 1899.

      --
      Not Found
      The requested URL /signature.html was not found on this server.
    3. Re:Playstation developement (slightly OT) by Anonymous Coward · · Score: 0

      BTW, Where is your .sig from? I know I have heard it before, but I can't place it...

    4. Re:Playstation developement (slightly OT) by chmod007 · · Score: 0

      I believe it's from Steven Crane's "War is Kind"

    5. Re:Playstation developement (slightly OT) by Bullschmidt · · Score: 2

      I actually work at a game company who has done development on a lot of consoles. I bet that you will find the PXS stifling. I have spoken with many of the artists here and they found themselves very limited by the memory requirements. The PSX has 2 Megs of memory.. thats not much. Makes those old PSX games that much more impressive.

      I've never programmed the PSX itself, but I would venture to guess that you would probably be better off working on a PC. Probably easier to program and allows for a lot more flexibilty. Even so, writing games at all is a major effort.

      --
      "Of all days, the day on which one has not laughed is the most surely the one wasted." -Sebastian Roch Nicol
  30. Do it on a GameCube by Uttles · · Score: 0, Redundant

    If you're going to do a project like this, use a good platform. Check out This website for some good info on the box, I think they have a link for game developers. Anyway do it for GameCube, PS2 is lame, IMHO.

    --

    ~ now you know
  31. Using SDL by sien · · Score: 2

    Try using the SDL and OpenGL. These have both been ported to the PS2, see this link for more details. Then you should be able to develop on Linux and port later.
    I was discussing this very issue with my supervisor yesterday. I work in a VR lab and we are looking at training tools that run on a PS2, and XBox or a DreamCast or whatever.
    The conclusion we reached is that the way to go is to design the project with this in mind but work on PCs and build something going on the PC platform first. The large cost of a console development seat makes doing it for a student project seem a bit unwise. However if you used the SDL you could move it later.

  32. don't bother by Anonymous Coward · · Score: 0

    Why put all that effort into learning how to program for a platform that you're never going to touch ever again?

  33. Suggestions for game dev in CS class by Squiggle · · Score: 1

    I was part of a class that allowed me to work on some PS1 development kits. These were special kits for hobbyists and even then they were thousands of dollars. Getting a PS2 setup, if it is even possible for an amateur developer will be expensive and difficult. I suggest some alternatives:

    1) Check out dreamcast development. It is geared much more towards hobbyists, etc. (At least thats what Ive been told).

    2) Dont do any coding. Thats monkey work. :) Instead, if you are allowed, put together a detailed a design doc, perhaps some technical docs on the algorithms, etc that you would have to use to implement your game.

    3) Use the SDL. Check out http://www.libsdl.org/. Far simpler to get up and running, free, and really decent quality. Make a pac man clone or something SIMPLER. Remember the project will be more about learning the SDL then writing the game. These things take more time then you can imagine, and with a full course load... I have made the mistake of trying to do an original, complex game... and its NOT pretty what happens to you.

    4) Good luck!

    --
    Complexity Happens
  34. He's right. by EnglishTim · · Score: 5, Insightful

    It'll take you ages. Especially if you want to do it on a PS2 (even if you had access to professional tools). Especially if you've got no previous games programming experience.

    If you're going to do a game...

    a) Write it on a PC - much easier to debug etc..
    b) Use as much middleware as you can - if possible, use someone else's engine.

    I wrote a game last year called Hunt for the Red Baron in 9 months. I was the only progammer and I had an Artist and a part-time games designer working with me. We used Renderware and a load of our own libraries, and without them I'd never have had time to do it, and I'd already got several years of games programming experience behind me. Believe me, all that boring stuff to load in bitmaps, handle input, etc etc takes ages. Go for a existing engine if you can.

    The other option is just to write an engine for your project and forget the game side of things, and just end up with a demo.

    cheers,

    Tim

    1. Re:He's right. by Bandman · · Score: 1

      Your game looks pretty sweet...port it to linux, and I'll buy it ;)

    2. Re:He's right. by EnglishTim · · Score: 1

      Not likely, since I don't work for the company any more... ;)

      They do do a few linux games, but they're all 2D.

    3. Re:He's right. by Pengo · · Score: 2

      downloading your game now, looks fun ;-)

      Thanks for the link

    4. Re:He's right. by Anonymous Coward · · Score: 0

      How DARE you produce a game and not GPL it!!!! All your source belongs to us. You are just a thieving closed-source fascist.

      Abolish Copyright!

    5. Re:He's right. by EnglishTim · · Score: 1

      Damn skippy ;)

  35. A PS2 developer speaks by Junks+Jerzey · · Score: 5, Informative

    That would be me :)

    The main thing to expect from the PS2 is that you have minimal to no library support. If you want to get polygons or bitmaps on the screen, you have to manage video memory yourself, you have to talk to the graphics hardware directly, and so on. If you want to really get performance, then you have to write custom assembly code for the vector processors.

    The bottom lines are: (A) the learning curve is very steep; and (B) expect to do very embedded-systems type of work, and not be able to rely on fancy C++, Java, or the like.

    1. Re:A PS2 developer speaks by Anonymous Coward · · Score: 0

      PS2 developer?

      Great, I have been looking to talk to one for a while. Could you provide me your email address, I need to bounce some ideas off someone.

      Thanks!

      email: crazynubs@nospamty.yahoo.com

    2. Re:A PS2 developer speaks by Ymerej · · Score: 0, Redundant

      A learning curve is a graph of time on the horizontal axis and ability on the vertical axis. So a steep learning curve means that your ability increases very fast with time, which is the opposite of what I think you meant.

    3. Re:A PS2 developer speaks by jiheison · · Score: 1

      I think what they mean is that the amount that you need to learn in a short period of time is very large. It means that your ability must increase very quickly, which is difficult. As such, I see no problem with this use of the term (or any of the others you have responded to so far).

    4. Re:A PS2 developer speaks by telstar · · Score: 1

      So you're saying we should use Basic?

    5. Re:A PS2 developer speaks by ed1park · · Score: 1

      Well, now you've got me thinking about Gran Turismo 3.

      So they wrote all the graphics libraries and everything for that game including custom assembly?! No OpenGL or any other API's?

      Damn, that's amazing. BTW, if anyone know's of any links giving insights into the technical design of GT3's engine, I would be grateful. I'd also like to know how they implemented replays...

    6. Re:A PS2 developer speaks by NeuroMorphus · · Score: 1

      Python + SDL = Pygame is very useful for creating simple games for the PS2. Maybe in the future, more advanced games will be created using Python + SDL

      http://www.pygame.org

      ~=NeuroMorphus=~

      "Journies Lead to Knowledge And Passion Lights the Way"

      --

      python >>>
      reduce(lambda x,y:x+y,map(lambda x:chr(ord(x)^42),tuple('zS^BED\nX_FOY\x0b')))
  36. Is this about game development? by BluePenguin · · Score: 3, Insightful

    Wait a minute... is this even about games? He said "Im thinking of building my final year CS project around developing a piece of software for the Playstation 2 ... Bringing our own software to the living room on nice hardware seems like a whole new computer medium that would be fun to exploit." I'm wondering if the project in mind really is a game or something else? I'm not a PS2 guy, but if it (like the DreamCast) has a keyboard / modem (or NIC), couldn't you do things with it besides games?

    Just a thought...
    After all, isn't it just bits in the end?

    --
    If I can't see it in Lynx I'm not interested.
    1. Re:Is this about game development? by jrockway · · Score: 1

      Ooh! I know! Konqueror (or Qt/Embedded) for PS2! That could be useful.

      --
      My other car is first.
    2. Re:Is this about game development? by dbrint · · Score: 1

      I have a digital satelite set top box and I can receive tonnes of music channels - how about some visuals to go along with it. There are only a couple of these systems out there? You could sell it to RCA or Hughes and make some money... Or along the more educational track why not link up with one of the 'other science' departments and build something for them. My project was one about 'Adaptive Behaviour through simulated evolution' based on work by Taylor and Plaute (sp?). It was refreshing to see a CS project that had some actual science in it...

    3. Re:Is this about game development? by grazzy · · Score: 1

      i wish i had my mod points handy, seeing multiple posts about games when the guy clearly asks about java wm...

    4. Re:Is this about game development? by Anonymous Coward · · Score: 0

      How about a nice X server port?

      maybe a good mp3decoder/GUI to playback MP3-CDs?

      there's lots of little things you could do with it.

  37. SDL can be used by criswell4096 · · Score: 2, Informative

    One of the cross-platform multimedia libraries that has already been ported to the PS2 is SDL. f you have the PS2 Linux Dev kit (hard to get) then you can just download PS2 SDL from here.

    I have no idea how well the support is... or the speed... but it works well enough that there is a port of Maelstrom for it. I have heard that you may also be able to use the SDL OpenGL wrappers to make 3D PS2 apps.

    If you are using the PS2 Linux dev kit, you can use the GCC (I think) as well as autoconf|automake.

  38. ps2 devl by Anonymous Coward · · Score: 0


    1) Get devkit. Easier said than done. Sony just doesn't give them to anyone. If you don't have one already, you will have to contact SCEA (Sony Computer Entertainment America) and negotiate.

    2) Compilers: there are three main compilers for the devkits: a) GCC (c/c++) on linux. sony supports these tools, and it comes with a devkit. b) Metrowerks (c/c++) under Win32. From what I hear, its quite good and has a VU debugger. c) SN Systems Pro toolkit (c/c++). A little more esoteric, but seem to have high satisfaction rates, good tech support, and loyal following.

    - b&c cost money. lots.

    3) JavaVM. There supposed to be one out there. good luck using it to develop.

  39. Java AWT game hell by Anonymous Coward · · Score: 0

    Yeah, I tried to redo Chuckie Egg in Java AWT (having done no graphics in java before, and not much oo) for a last-term project... I got quite far, but it was a nightmare; theres a lot of stuff to program in a game, and you'll be doing other projects too, choose something *simple* remember a lot of the marks are in the documentation, u need time for all that

    1. Re:Java AWT game hell by Anonymous Coward · · Score: 0

      Hm, and didn't learn; having tried a start on sonic the hedgehog re-implementation for PC in asm + pascal a few years before :-\

  40. The real problem by raytracer · · Score: 1
    The biggest problem with using a platform such as the PS2 for a project is that you generally have to figure out too many things that are only tangentially related to the task at hand, because they lack standardized APIs. It is true that using DirectX or OpenGL still requires you to learn a great deal, but at least there is significant amounts of tutorial information and documentation to fall back upon.


    Games are hard to design and program (at least good ones are). They generally require tapping into the graphics and sound for your machine, they must respond in real time, there are tons of artwork to generate and in the end they have to be engaging and fun. The advantage of course is that they are fun.

  41. Seconded by stx23 · · Score: 1

    There's quite a bit of useful information(Boob has some good links in addition to the aforementioned) out there and it's got some great games. Bangai-o is especially worth, errm, researching.

    1. Re:Seconded by Moghedien · · Score: 1

      >The revolution will not be webcast.

      But will it be dreamcast?

      (Sorry. :)

      --
      I've come to... anesthetize you!
  42. Too much time by elinenbe · · Score: 1

    Last semester I tried to do exactly what you want to do, and with a team of 4 guys we were able to producs a decent 2D sprite driven game in assembly for the PS2. This however was the only class that we took, and it took up most of our free time.

    --
    -eric
  43. You probably can't pull this off by UserChrisCanter4 · · Score: 1

    One of the ways console manufacturers manage to keep their prices down is by passing the buck. I've spoken to several console developers, and they usually seem to hint at $20K to $50K for the complete development kit. The Metrowerks PS2 Codewarrior is only one small part of the equation. You also need the development PS2 console that allows play of CD-Rs, as well as debugging features that you won't find on the $300 PS2 at the store. I'm sure there's also extensive documentation included with these packages.

    An alternate route would be to track down a Yaroze PS1. Sony released a special $750 PS1 package a few years back that included a simple development kit, a special PS1, and an RS-232 link for uploading the information. The catch was that the Yaroze system couldn't create CDs... any game you wrote had to fit in the 2MB of main memory.

    Someone else has mentioned Dreamcast... this would probably be the best way to approach the situation. There are several websites that will show you how to burn a CD that will boot on the Dreamcast and run using Windows CE. The catch with this "hack" is that I don't think it can call the 3D hardware.

    Of course, Linux has been ported to PS2 and Dreamcast, so you could write a linux game for either of those consoles. The cost is minimal (Dreamcast's linux is burned to a CD-R, and PS2's linux is bundled with a NIC and Hard Drive for $160 or so in Japan).

    That's how I see your options, assuming you really want to make a console game.

  44. Console development as a class project by Anonymous Coward · · Score: 0

    At the University of Michigan I was involved in developing and teaching a 400 level class on computer game design and development. It is being offered for the 4th or 5th time this year. Here's a link to the class website:

    http://ai.eecs.umich.edu/soar/Classes/494/

    We had 10 Net Yaroze's (special version of the PS 1 designed for hobby programming) available for students to use in their final class project.

    In my experience the students who chose to try to use the Net Yaroze had a much, much more difficult time than the students who created PC games. My suggestion would be to create a PC game using DirectX instead. The arcade package on the website above is a good place to start.

    Mike van Lent

  45. Why use Java VM? by Nakoruru · · Score: 1

    The Java compiler that is part of the GNU Compiler Collection (GCC) can compile Java into Machine Language. So why bother with a virtual machine?

    Also, GCC would allow you to easily write classes in C++ which can be used by Java to access the internals of the PS2. Java by itself prevents this sort of low level access.

  46. Try PlayStation 1 by e.a.kendrick · · Score: 3, Interesting

    As the PlayStation 2 is backwardly compatible, you could try the official NetYaroze development kit for PS1 - this will create fast, efficient code. Unfortunately, with the release of PS2 Sony have stopped making them, but you can probably get a second hand kit from ebay or somewhere. You develop Yaroze programs in C on your PC - you can then burn them onto a CD. There is also a lot of interest groups and free code out there (NetYaroze license means you can never charge for your software). For the PS2 to play these CDs you will have to have it "chipped" which will invalidate your warranty (not something I recommend, but very popular I believe 8-).

    Alternatively you can try YaBasic, Sony's "replacement" for Yaroze, which should come on the CD with your PS2. You can save YaBasic programs to memory card (so, small apps), and they will be slower (interpreted). YaBasic is a little simplistic - you will struggle to create anything impressive without extra tools (and a USB keyboard is essential). Like most people, I glanced at it once, then got onto playing DVDs and games, but I am sure others could support you here. PS2 magazine in the UK are currently running a series of YaBasic tutorials that can get you started though. I'll try and dig out some URLs for you.

    With the emerging HD/modem for PS2, I believe Sony are releasing a Web Browser CD - which hopefully means a Java Virtual machine. You could investigate this option as it also opens up the wider Internet PC/Digital TV alternatives.

    The next thing up is to get a PS2 professional developers' kit which you could only justify if you were seriously thinking of making a business out of this project, and could get financial support to see it through. It is a nice idea, so I wish you luck.

    1. Re:Try PlayStation 1 by zhensel · · Score: 2

      The US PS2 came with no such CD. I think that was a Europe-only deal. I vaguely remember a story about it. So, no YaBasic for us.

    2. Re:Try PlayStation 1 by e.a.kendrick · · Score: 1

      Linux for PS2
      http://www.ps2linux.com/eng.html

      On The Register - Note you can no longer notify sony of interest in a US version of PS2 Linux 8(
      http://www.theregister.co.uk/content/50/20653.ht ml

      YABasic on the PS2
      http://www.yabasic.co.uk/

      YABasic emulator for the PC:
      http://sourceforge.net/projects/win32yabasic/

      Internet Browser Press release
      http://www.planetweb.com/news/releases/release.h tm l?file=pr041201

  47. Just a JVM on the Linux Port by NoDice · · Score: 1

    I saw that demo, and I'm pretty confident in saying that it was *really* a demo of the linux-on-PS2 port that has existed for some time. (It's available for purchase in Japan--no American version is out.) It being a Java conference, they simply didn't mention that the JVM was only available thanks to the linux port.

    JVMs for linux have been around for some time--I think it's unlikely that a JVM will be developed for the Sony-proprietary operating system for the PS2.

    --
    • 1 signature beneath your current threshold.
  48. My Take by DestroyahX · · Score: 1

    If there's the means (an OS) and the tools (the dev kit) on something as lucrative as the PS platform, it'll have people crawling all over it, especially when the OS is Linux.

    1. Re:My Take by catseye_95051 · · Score: 2

      Sure. if anyone could do real PS2 software people all over it.

      And there would be lots of crappy software and no way for Sony to control it and thus get revenue out of it. Two things Sony doesn't want.

      Bad software makes a platform look bad. This is accepted in the game industry as one of the big reasons the Atari2600 died.

      Then you need to understand the revenue model of platofrm development. Somy sells PS2s at a loss. (All platform makers do.) They make their money off of their lciense fees from game developers. This requires a complete control of the platform in order to insure proper licensing.

      Sony will release the Linux in the US but don't kid yourself-- you wont be writing real PS2 games with it.

  49. Ultima Online 2 by coockie · · Score: 2, Interesting

    Python runs fine on PS2.
    As it has good bindings to C++ performance critical stuff can be moved outside of the scripts.
    By the way, see http://www.asbahr.com/papers.html
    for some info on python used in Ultima Online 2.

    --
    -------------- I don't speak for my boss. My boss can speak himself.
  50. The question was by bill_mcgonigle · · Score: 1

    "Bringing our own software to the living room on nice hardware". My guess is he wants to run his software, written in Java, on livingroom hardware.

    --
    My God, it's Full of Source!
    OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
    1. Re:The question was by Anonymous Coward · · Score: 0

      oh, now that you put it that way, it's all clear now.

  51. Give me a break! by bill_mcgonigle · · Score: 1

    It's not like java was designed for developing applications to run on small, embedded, and consumer devices. Sheesh! Some people...

    --
    My God, it's Full of Source!
    OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
  52. Problem: Getting a PS2 Devkit by Anonymous Coward · · Score: 0

    Your biggest problem is going to be getting a PS2 devkit. As far as I know, Sony only gives those out to companies with approved PS2 titles.

  53. GameBoy Advance by chmod007 · · Score: 1, Interesting

    Why not just code on the gameboy advance there's a lot of utils and examples out there in fact you could use good old GCC compiled for the ARM processor. Then you could use the linker from Lik Sang. A good page to start is http://www.devrs.com/gba/.

  54. Try Blender by mflagg · · Score: 1

    Blender has a game engine, is free, and supposedly has a PS2 port or NaN, people who make Blender, have a PS2 toolkit. Try them. Also Blender has ports to just about every platform there is. Linux, BeOS, Windows, etc. That would at least give you a toolkit to start with and there is a huge Blender community.

  55. Mod PArent Up! by mekkab · · Score: 1

    Here is the crux of the education issue:

    Are you going to school to get a masters/PhD and be a Mr/Mrs Know-it-all on computer science? Or are you just some guy who likes computers and stuff and wants to get a job writing code?

    Despite my dogged studies of semiconductor engineering, I found it easier to get a job writing code becuase I happened to have an on campus job integrating Adobe Acrobat forms with an Oracle DB using Perl.

    Was any of it a waste? No. But in todays job market (unless you have a 4.0 GPA) people won't hire without experience. And especially in the US, college is really just the step everybody takes before getting a job.

    However, there could be a very good reason for writing games for a class. If his team evolves a Software Engineering Process (using various techniques like modifying PSP) while writing a game, that satisfies BOTH the educational aspect and the "I have job skills" aspect. We did that on our software engineering class. It's a good way to stay motivated about a project (and our networked Uno game kicked ass!)

    --
    In the future, I would want to not be isolated from my friends in the Space Station.
  56. Bypassing CD-R protection on your PS2 by Anonymous Coward · · Score: 0

    Pirates are bypassing the CD-R protection by using the gameshark as a boot disk and soldering a Neo2,3, or 4 mod chip on your system. All you have to do is buy the gameshark (a memory card-style hardware and a cd), boot the ps2 with it, choose 'load without codes', put in your CD-R software, and choose start game. This little trick is one of the many what made mass piracy on the ps2 possible. See gamecopynews.com for more info.

  57. what about MAME? by Anixamander · · Score: 1

    I have no idea what would be involved in an undertaking such as this, but porting the MAME code to ps/2 would absolutel rock. One disc could hold a ton of games (especially if it were DVD-R). It might also make for a good first project...a port as opposed to a ground up rewrite.

    --
    Do not taunt Happy Fun Ball(TM)
  58. Shameless plug for my own game by John+Harrison · · Score: 1
    I wrote two worthwhile video games while at Stanford. Both used OpenGL. The first I wrote by myself. It took two weeks and was for CS 148. It was originally written for a Mac and the Windows port and source is here. The Mac version had simple 3-d sound but I've never bothered to do the sound under windows. I also have a linux port which I've never bothered to release. Since the scope of the game was pretty limited it wasn't that hard to have a quality product after only two weeks of effort.

    The second game took a semester and was our final project. It was a much more ambitious project. Though there were four people on the team only two of us really did any work. It was a tank game set on campus. You could either play online against other people or against the computer. We found that we really didn't have the time to properly implement all the features that we wanted to include. If we had spent two semesters on it we could have really made it great. As it was it turned out to be a fun but flawed game. Maybe someday I'll get it out and port it to some other platforms.

  59. Consider the Nokia Media Terminal by Curt+Cox · · Score: 1
    The Nokia Media Terminal promises to be much friendlier to the small developer.

    According to their FAQ you can use Java.

    1.3. Do I have to write my OST application in C++?

    No. You can write applications in any language that has an interpreter or that is supported by the application environments. This currently includes C, C++, Java, JavaScript and MHP. If you want to use something else and it doesn't have C/C++ bindings, you will have to implement that first, though.

  60. JVM takes up megabytes by Anonymous Coward · · Score: 0
    on my PC... probably wouldn't even fit onto a 4Mbyte Nintendo64 let alone a PS1.

    <Sigh> I remember coding C64 games that fitted into 64K with way more action than these "only 2Mbyte" downloads over the net... (that then chew up many more megs at runtime).

    Of course with a more aggresive garbage collecter it might be able to fit :-)

  61. X-Box? by Anonymous Coward · · Score: 0

    Assuming you can get your hands on a dev kit... once you've spent a week or two battling with the PS/2's peculiar intricacies (yes, I've been there) you'll never want to again. Unless you're a deeply warped individual.

    If you want to try programming something which is is in people's living rooms, why not target the X-Box? It's feasible to get a PC system which is a reasonably good approximation of an X-Box, on which the tools are pretty good, the APIs fairly standard, and the hardware learning curve not so murderous.

  62. Tisk Tisk by Anonymous Coward · · Score: 0

    Gee maybe somebody will develop an emulator and drop all the atari carts on a cd for us....
    j/k hahahah

    ATARI: THE COMPLETE COLLECTION

    $59.95

    Why is everything 59.95
    even atari cartridges back in the day were 60 or 40 i forget i was young but the only one I think was worth it was Star Raiders...
    Now I would like to see that game come back out...
    with the controller, i think i still have mine somewhere.... less was truly better

  63. Here's one that I thought was nice by John+Harrison · · Score: 1
    but your standards might be different than mine.

    Space Cowboy: http://external.eyeone.com/spacecowboy/

    And here's my crappy java game, Anirak that I have been developing with a 12-year old in order to teach him how to make games.

    1. Re:Here's one that I thought was nice by sg_oneill · · Score: 2

      And here's my crappy java game, Anirak [angelfire.com] that I have been developing with a 12-year old in order to teach him how to make games.

      You, good sir , are a schollar and a gentleman! That's how I learned to program. Sitting round a VIC-20 with my dad , while he showed me (or worked out with me!) how to make nuggety little games. Now that learning is earning me bucks and position. What an excellent thing to do. Good on you.

      --
      Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
  64. re: yabasic by robvasquez · · Score: 0



    Good evening gentlemen...

    All YaBasic are belong to us!


    Sorry, couldn't help myself

  65. Programming simulations ala Saddam by robvasquez · · Score: 0

    How does Saddam and co. use the PS2 to do Nuclear weapons simulation (It is a super computer, remember), when this cronie can't make Frogger??

  66. Re: yabasic by Anonymous Coward · · Score: 0

    fscking hilarious!

  67. Develop for the Atari 2600 instead by bigbadbuccidaddy · · Score: 1

    That would be a good compromise between being a complete pain in the ass and being accomplishable. Your Atari game can run in an emulator until you get it working, then you can pick up a Starpath and run it on an actual Atari.

  68. What OS is it running? by Anonymous Coward · · Score: 0

    I'm very curious about the OS that the PS-2 runs. On my Grand Turismo 3 DVD. There are several files that begin with ELF inside. Which made me think of Linux, but there are what appear to be drivers with the extension .irx which made me think of Irix, since the PS-2 is a MIPS system.
    Can anyone shed some light on this?

  69. eCos rocks... by Anonymous Coward · · Score: 0

    For PS2

    And DREAMCAST too...

    They have it all

    http://sources.redhat.com/ecos

  70. Re:A(nother) PS2 developer speaks by grahamwest · · Score: 2, Informative

    That would be me, too :-)

    The development system costs $10,000 and requires signing an NDA. Also, SCEA generally want to see a business plan or some indication that you're going to release product.

    It's very complex hardware to work with in any significant way. Very powerful, but when you have 6 functional units (EE, VU0, VU1, GS, IOP and SPU) all operating in parallel and synchronised (generally) by DMA commands, it's going to be tough to program. At least C++ and STL do work pretty well, there are plenty of companies relying on them for their games. Be thankful for small mercies :-)

    In all honesty I would not recommend you look to straight PS2 development for your project. I have some alternate recommendations:

    PS2 Linux kit - may not be released in the USA, or not in time for your needs. Runs on the consumer PS2 (with the HDD addon) and has more library support.
    Gameboy Advance - has some of the PS2 issues, namely expensive development hardware and NDAs, but much easier for a single programmer to produce something credible on with.
    XBox - you can do most of your work on a regular PC under DX8. Easiest programming environment of the 3. But if you do this, maybe you would be better just on a PC with a GeForce 3?

    --
    Graham
  71. Wait a couple months, then use PS2Linux by _egg · · Score: 1

    That's pretty much all there is to say about it. Your PS2 won't boot CD-R's unless you chip it, but really that's not necessary if you run PS2Linux and just put your software on the box over your network. The libs/drivers that come with PS2Linux give you pretty low-level access to everything but the IOP, so you can take good advantage of the hardware without too much trouble. No point in breaking your PS2 or your fingers when PS2Linux is on the way...

    One Who Knows

  72. From someone who dies it for a living... by pixel_bc · · Score: 1

    GCC is the standard compiler used. Metrowerks and SN Systems both provide debugger/compiler solutions, but I've had limited success/satisfaction using them. Its a very complex system - with little or no similarity to OpenGL or DX... or things like that. Its a different school of thought to make fast code - and you need intimate knowledge of the hardware to make it render with any speed.

    I agree with an above poster that you really shopuld look at doing it on a PC. The PS2 isn't a simple machine, and you'll be spending most of the time you should be spending on learning on learning the pitfalls of the system.

  73. PS2 sdk? by Anonymous Coward · · Score: 0

    I may be able to assist... e-mail me. shades747(at)yahoo.com

  74. Re:Develop this by Anonymous Coward · · Score: 0

    Hi,
    How do u get past the lameness filter to post this wonderful ascii art?
    Thanks,
    the AC

  75. Use Python / Blender by Qbertino · · Score: 1

    Blender is, amongst other, an official PS/PS2 developement tool, is one of the most sophisticated 3D Tools around and a yields serious realtime 'Oomph' - simular to Virtools NeMo (Halflife, anyone?), now also known as the o-so-brand-new Macromedia Shockwave3D (which is, in fact, the oldest Web 3D Technology around...so much for the marketing gibberish). Anyway, Blender is faster, easyer to use, is completely written with OpenGL and thus fitts on a floppy, has a Web Plugin, exports (amongst other) to Renderman / BMRT (for your cutscenes), uses Python as the internal realtime/rendercontrol programming language, runs on every OS apart from Mac (OS X Version coming this fall)... (*draw breath*) and it's freeware (as in beer).
    A slight drawback could be the steeper learning curve for anybody who isn't used to OOP - but that shouldn't be a problem for a /.ter, and the not yet available set of ready-to-release players/projectors for interactive Blender. There's are player for various plattforms (*nix, Windoze, MacOSX, PS2, etc.) coming up this year, so porting should be somewhat easyer than with other 3D IDEs. I'd definitly take a closer look at it - I consider it the best 3D package available. And that's not just because Maya costs 20.000$.

    --
    We suffer more in our imagination than in reality. - Seneca
  76. Or just persuade Sony to release Linux for the PS2 by Anonymous Coward · · Score: 0

    Strange that nobody has mentioned this:

    http://www.ps2linux.scea.com/

  77. Here's your break. by catseye_95051 · · Score: 2

    Um. Its only the number one development environemnt for cell phones. Guess those arent small embedded deices?

    Try catching up from 1995.

    http://java.sun.com/j2me

    1. Re:Here's your break. by Anonymous Coward · · Score: 0

      I believe he was being sarcastic, given that Java WAS "...designed for developing applications to run on small, embedded, and consumer devices."

  78. Realities of PS2 development by catseye_95051 · · Score: 2

    I lvoe Slashdot, you can get al lsorts of advcie from people who don't know anything. here are some realities from the industry:

    (1) Native PS2 is a closed platform. In order to get the PS2 SDKs you need to convicne Sony yo uare a real developerm, sign serious NDAs and fork out $30,000 for a development system. I doubt this is within your reach.

    (2) One true thing posted here is that ANY game paltform is (at most) a bit above bare-metal programming. If you've never done this, trust me, you don't want to start in your senior's project.

    (3) Sony has a Linux for the PS2 out in Japan. It may ge treleased ehgre in the US. That is an open platform BUT you MUST have the hard drive add on to use it. It will not work on a stock PS2.
    Secondly, at that point all you really have is an alternate Linux PC? You might as well do your Linux development on a PC and be done with it.

    (4) Sony and Sun have announced that they will be releasing a Java for the PS2. No other info on that p[roject is yet available. Thre is no gaurantee (or even likelyhood) that sucha Java will be free or open. It is more likely that it will be made part of the Sony developer SDKs.

    1. Re:Realities of PS2 development by Anonymous Coward · · Score: 0

      I can verify that this is all very very true!

      I wanted to get into ps2 development after graduation, so a simple ps2 game as a sr project seemed like a good idea.

      I didn't have the $ for a dev kit (assuming I could even get one) so I decided to explore making my own by modding my PS2 to read CD-Rs (total cost $20). I even bought a GameShark and SharkPort with the intention of reverse engineering the software they came with and writing a program that would download ps2 binaries from my pc using the sharkport usb cable and run them.

      At that point all I needed was a compiler...

      I went over to Metrowerks and tried to order a free trial edition of their ps2 dev software using their web form. BZZZT! A customer service rep sent me an email asking me what stage my company was at with the sony licensing...

      I recieved similar responses from all of the other companies I tried, so I decided to see how hard it would be to make my own dev software using a modified gcc MIPS cross-compiler/assembler. I decompiled a few ps2 executables with a MIPS decompiler and determined that making something very primitive (ie. a 'Hello World' on the screen) seemed somewhat feasable.

      At this point I decided that a finished, polished, and somewhat advanced pc game would probably win me more points then a half-assed dev kit and a rotating wire-frame box ps2 program.

      I'd love to hear about anyone else's attempts at homebrew ps2 development. I saw a survey on Sony's website about releasing scaled down linux dev software in the US for interested consumers, hopefully this will happen before I graduate next August.

  79. yabasic was created to dodge import duties by yerricde · · Score: 2

    I think that was a Europe-only deal. I vaguely remember a story about it.

    This story covered the inclusion of yabasic on the European PS2 demo disc to get it qualified as a "computer" because importers of "computers" don't have to pay as much tax as importers of "game consoles." However, if Sony tried this in the United States, it would lose the rental market to 17 USC 109(b)(1), which states that computer software (other than game console software) can't be rented without excessive paperwork between the rental store and the copyright owners.

    --
    Will I retire or break 10K?
  80. Almost forgot to add... by catseye_95051 · · Score: 2

    Any tool vendor for the PS2 is forbidden by their licnese agreement from selling that tool to nayoen who isn't a direct Sony PS2 SDK licensee.

    Again its all about control of the paltform because thats where the revenue is.

  81. I tried to develop ps2; it's impossible by Anonymous Coward · · Score: 0

    Besides the thousands of dollars (price list not in front of me but I believe it was $4000 per license/person) for the metrowerks compiler and the money Sony charges for the setup necessary to do the development and testing, you have to literally get permission from Sony. In other words, your only chance is if you have at least 4 other developers and you can prove to them that you're going to work on this full time and will end up with a final product shipping. I've always found it amazing that sony actively _discourages_ development for its platforms. Apparently these costs are considered a main part of their revenue stream. The fact that they also get a huge cut from any sales you make isn't enough for them. I guess they don't see volunteer/open source video games being that productive in the end and they obviously can't allow games to be given away for free as that would eliminate licensing profits. Also making it so restrictive to get development kits (is thought to) supposedly cuts down on hacking though I doubt it really has any effect on piracy except possibly to make emulator development slower (I'm not really sure who makes emulators as I never use them). So *anyway* the strategy here would be for /.ers to make convincing arguments to Sony to make it easier to develop. Doubt they'll agree, so then you either have to become mighty serious and organized with others or give up. OS X could use more game developers.

    1. Re:I tried to develop ps2; it's impossible by Flaming+Death · · Score: 1

      HAHAHA I love the option you give.. OS X.. HAHAHAH have you ever written a X windows app.. or game for that matter. HAHAHA.. Im working on the PS2 right now, and Id prefer to write a PS2 app to an X app ANYDAY - even with VU & DMA code.

      Yes the tools are expensive, and you suggest that Sony make huge dollars off them. Well Im afraid they dont. Metroworks and SnSystems are expensive.. but because their tools are actually worth it for professional developers. All the R&D tech that goes into the devkits and the people researching the hardware is definiely not made up by the devkits. Nearly all Sony's (PS2 division) profit come purely from sold software - since they charge a 'stamping fee' per cd.

      Sony definitely does not discourage development. You can use the gcc tools to build and debug on a Sony devkit or testkit or even PS2. You can (if you were very lucky) purchase a Linux users kit, that lets you develop on you home ps2.. hardly likely you will see ANY other console maker do that! And on the UK & AUS demo cd there was YABASIC to play with..

      Finally, your idea of volunteer GPL video games on a Sony console is pretty ludicrous - Sony only allows registered businesses to apply for devkits, and at $10,000 Im not sure you would get many 'home' programmers buying one, and on top of that to actually become a developer you must submit you project to Sony for scrutiny (They arent too bad.. they just dont want to let total BS get built for PS2) and you must be prepared to stamp a minimum of 10,000 cds (not cheap either).
      Its pretty hard to coordinate a PC online GPL project let alone one for a console.

    2. Re:I tried to develop ps2; it's impossible by Anonymous Coward · · Score: 0

      OS X doesn't use X11.

  82. X_Box by mhandlon · · Score: 0

    I know nothing about what is required to port games to a console and since this was brought up does anyone know how you would go about writing something for the xbox. I wrote a windows based version of Area 51 "Like the Arcade Game only really shitty looking and buggy I used images of x-girlfriends for the monsters" a while back and want to get it running on an xbox. Then a friend of mine works at Blockbuster and is going to put it on the shelf and see how many people rent it.

    --
    Nyquil = Nectar of the devil
  83. Re:Dreamcast Dev by Anonymous Coward · · Score: 0

    Console development _is_ tedious. I'm a professional game developer as well -> avoid the PS2 since you won't be able to do much with it without Sony's help(which, as the previous post says, comes at a hefty price).

    Another possibility is to try out the Dreamcast. There are a couple of linux ports and a netbsd port. There are some other dreamcast dev tools freely available on the web. You can cross-compile for the hitachi-sh4 w/linux and upload the images via serial or the sega broadband adapter...

    You can get a Dreamcast for US$79.00 these days too and it's a pretty cool peice of hardware.

    Links:

    http://www.m17n.org/linux-sh/dreamcast/
    http://linuxdc.sourceforge.net/
    http://www.netbsd.org/Ports/dreamcast/

    General stuff:

    http://mc.pp.se/dc/
    http://www.boob.co.uk/

    Good luck! Games are big projects!

  84. Codewarrior by Apreche · · Score: 1

    The best way I know of to program games for consoles are the variants of codwarrior you can get. They make compilers for PSX, PS2, N64, Dreamcast, and I think (not sure) they even have versions of codewarrior for 8 and 16 bit systems. Of course, being codewarrior, you really don't have much of a language choice but C/C++.
    As for CD-R go buy a DVD-R drive. That'll give you some room for quality audio and visual stuff.

    --
    The GeekNights podcast is going strong. Listen!
  85. Consoles are a closed platform by Anonymous Coward · · Score: 0

    just wanted to spare you guys some agony and wasted time. i'm a licensed developer for microsoft's xbox and sony's playstation 2. all consoles are closed platforms - this means that you cannot develop for them unless you obtain a license from the manufacturers. and this license is very hard to get (must have created previously succesful consoles games). all the tools are restricted by this license, even the technical details (sdk) of the platform are protected under this license. if that isn't enough then the playstation 2 has nothing close to an operating system. you must implement everything yourself. i don't want to sound snotty but you can just forget it.

  86. Same question, for gamecube / x-box by lightspawn · · Score: 1

    Of course, the 'cube is supposed to have non standard media so even if you could develop on it (much more user friendly according to professional game developers) how would you actually get the code in the machine?

    It's amazing, but it seems right now microsoft's product is the only one that embraces (and extends?) hobbyists, with plans for free/cheap SDKs, standard(?) media and - wow - no territorial lockout! Is microsoft the way to go, pioneer of openness and interoperability? refute.

    1. Re:Same question, for gamecube / x-box by Anonymous Coward · · Score: 0

      Unfortunately, Xbox has a terretorial lockout -- MS didn't want to do one, but game publishers insisted.

      The good news is that Xbox has an incubator program for garage game developers. If you have a good game idea they will loan you an XDK for a while, so you can try to find a publisher. See Xbox Developers Site

  87. Linux on the PS2 by vosque · · Score: 1

    I understand that Sony has Playstation 2 linux kits available, in Japan only.

    This strikes me as odd. If a kernel has been ported, I have not seen it available as source, even though it is GPL, and I have searched the Sony site. The kernel would be a good place to start.

    I'm not screaming 'GPL violation!' yet. It may that my non-grasp of Japanese prevents me from finding it.

    1. Re:Linux on the PS2 by Anonymous Coward · · Score: 0

      The source is on the disks provided with the linux system for the PS2. I don't think it's available on their website.

  88. a great resource by Anonymous Coward · · Score: 0
    Gamasutra: Articles written by members of the gaming industry on a wide range of topics, including console programming.

    hgh

  89. Not screwed by noc · · Score: 1

    Okay, $5000+, plus $40,000 for Sony, except you're forgetting one very important thing: this is academic research. For research, never let published prices discourage you. The vast majority of corporations are not only willing, but want to accomidate academics. After all, they used to be students, too, and when you're done, you'll know their system and will presumably be off to work in the real world. If you just ask, it's amazing what you can get.

  90. Do it for PS1 Instead by Cwaig · · Score: 1

    You'd be better off working with a PS1 instead.
    You can pickup an early PS1 (before they removed the parallel port), and use a re-flashed Action Replay/Gameshark to with ez-o-ray or Caetla download/debug code on it (even one with a broken CDROM will do). It's cheap, and if you spend an afternoon porting the GDB stub to it, you can use GDB and a linux hosted compiler kit to develop on it (you can get the linux dev tools from http://psxdev.de, doing a gdb stub is easy).

    --
    +++ BASELINE REALITY FAILURE+++ +++ PLEASE REBOOT UNIVERSE +++
  91. PS2 Linux by indycam · · Score: 1

    There is a Linux for PS2 released by Sony for Japanese and US consoles. I think it was a limited release, but you might be able to get your hands on a copy. I haven't seen it, as the version for my console is still not released, but I believe that it supports X and that someones ported Mesa, so you should be able to get OpenGL going.
    This link might help.

    http://ps2dev.sourceforge.net/

  92. Goal of the project by blisspix · · Score: 1

    Now is the goal of your final project to burn yourself out completely or to create something that you will be proud of?

    If you want to burn out, hey go right ahead but I would suggest that your teachers would probably be a lot more pleased with a very well developed project for a more basic system than the bare bones that you would end up with for PS2.

    What about writing for something like good 'ol Sega (pre-Dreamcast) or Super Nintendo. I'm not a gamer nor a programmer so I don't know how these systems work but wouldn't it be logical that you could get excellent results on these systems with a lot less effort.

    The key to everything in life is KISS. Keep It Simple, Stupid.

  93. PS2 Dev sites by Anonymous Coward · · Score: 1, Informative

    Check out these sites http://ps2dev.livemedia.com.au
    Napalm
    and of course
    PS2Dev on Sourceforge

  94. How about roguelikes? by swf · · Score: 1

    It seems that most of your time and effort will be going into graphics and real-time crap. Have you considered writing a roguelike? For an example, see ADOM. Roguelikes don't have fancy graphics, all calculations and algorithms are very cool and the focus can be a lot more on design than graphics.

  95. Jellyvision games don't use Java by Anonymous Coward · · Score: 0

    Wanted to correct some misinformation.

    Jellyvision's games (like You Don't Know Jack Online edition) are written in a combination of C++ and a home-grown scripting language called Jellyscript. No Java.

    Java is a perfectly nice language. However, for cross-platform video games it makes more sense to use a built-in game-specific scripting language. Having the language built-in eliminates the problems of supporting multiple versions of the scripting language on multiple platforms.

    You could, of course, include a Java VM inside your game, but many games prefer to use other scripting languages with smaller runtime footprints.

  96. From Newbie PS2 developer by Donut · · Score: 1

    I have been a PC game developer for 10 years, and have only recently started working on my first PS2 title. Here is what I found out while migrating:

    1. PS2 is a closed system. That means that Sony holds all of the information about what the box is, how to make it go, and how to get and use the tools. I was never able to find any PS2 programming refs online, and you can't buy books. All the materials I use are from Sony. Sony is also very protective of their baby, and you have to "prove" your worth before you can even buy their warez.

    2. You need expensive hardware. The Tools (which you run and debug on in real time from your PC) are these huge black PSX2 looking boxes that run Linux and you hook up to over IP. They are about 20K each. Then the test stations (PS2s that can run non-encrypted discs and have more memory) are expensive also. Burning a CD (for submission) requires you to use Sony blank CD/DVD's, on a Sony burner. $$$$$

    3. The tools bite. No one uses the sony tools, everyone uses metrowerks. I never thought I would long for the days of MSDEV. Mwerks is slow, buggy, and acts like a mac program.

    4. Middleware is the way to go, unless you have time and geniuses lying around. That costs REAL CASH.

    My advice to you: find another platform. The sony PS2 is too closed and too expensive for casual or academic work. Use a plain old PC, you can learn as much, and probably actually DO more stuff, instead of trying to make the DMA work right.

    But, the games are cool, when they work

    Donut

  97. anonymous game developer's bit by Anonymous Coward · · Score: 0

    If your project is to show how to exploit the PS2 then chances are you don't need to ask /. about simple things like the compiler... It seems you just want to make a game, in which case avoid the PS2.

    The company I work at is making PS2, GC, and Xbox games and has made DC and PS1 games as well. I'm sure you've heard the PS2 is challanging to extract good performance from.

    It is.

    IMHO just make an OpenGL game and run it on a GeForce3 with TV out. Build a custom black case and put a big ugly plastic green gem on it and tell your prof it is an xbox project.

    I see no reason to waste time trying to develop a PS2 game, especially with the xbox around basically being a PC with a GF3.

    I think the xbox suffers from numerous faults and is going to bomb so I don't recommend it to a consumer, but for geeks it sure is some nice hardware for hardware's sake!

  98. The word from someone who's done it. by Milo_Mindbender · · Score: 1
    I work at Sony R&D and have been asked questions like this A LOT. The PS2 hardware and developer program is currently geared for commercial developers and can present a hobbiest/academic project with some serious hurdles.

    1. You need to sign an NDA to get a full developer kit and all the hardware details.

    2. The consumer version of the PS2 is only capable of booting disks produced by Sony and will not boot a CDR.

    3. To load up your own code, a development system is required, which is expensive

    4. PS2 programming requires good knowledge of the hardware, writing code for multiprocessor machines and experience programming "close to the metal" (dealing with DMA...etc). It's not hard to write code for, but if you've never done any of the stuff I just mentioned before, it can take a bit of getting used to.

    Assuming you can get around these hurdles somehow, as previous people have mentioned, writing a good game on ANY platform is not a small undertaking if you've never done it before. A typical commercial game takes 18 months to two years to create, and often has quite a large team of people doing it. On top of that, people (including those grading your project) are pretty used to professional quality games these days, which is a tough yardstick to be measured against. Something that is not a game might be a better choice

    All this being said, the situation could change. If you read this old Slashdot article you will see that there is a PS2 Linux kit available in Japan and that Sony is at least considering releasing it in the US. The web site mentioned in that article is still open, so if you haven't registered your interest yet, go do it!

    --

    Milo from Kangaroo Koncepts

  99. Re: yabasic by Anonymous Coward · · Score: 0

    Shouldn't that be "All YaBasic are belong to europe"?

  100. Thanks for the compliment! by John+Harrison · · Score: 1
    I learned on a C64 myself!

    This current project would be so much easier if I weren't doing it using AIM and emails. Also, it would be great if there were some sort of simple Java game tutorial on the net that could take someone step by step through the whole process. I remember that back in the day there were books like 'Kids and the C64', and 'Kids and the [INSERT 8-BIT MACHINE HERE]' that you could follow if you were about 9 or 10 years old. From what I can tell 'Java Games for Dummies' is too difficult for kids. If anyone bothers to read this and knows of game programming resources for kids, let me know.

    Thanks!
    John

    1. Re:Thanks for the compliment! by sg_oneill · · Score: 2

      (your welcome). As to kids resources... Unfortunately not. I've often thought a ... perhaps python based.. game programming language that lets kids make nifty 3d fun things and imposes all those little math lessons that makes rogramming so mind expanding for kids is in order.

      It's a tragedy, but probably the only kid friendly language I can think of is VB... And that'll only encourage bad habits... Kylix tho may be extremely usefull for kids, because it's visual and thus has that instant gratification thing, and actually has a real object model.

      I'm sure theres a few bucks to be made in writing that kid's game programming book too!

      --
      Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
  101. Re:Dreamcast Dev by DaveHowe · · Score: 2

    Thanks for that - I have just got a DC second hand, and was looking for info on programming it.
    now have two keyboard/mouse adaptors and a serial cable ordered and on their way, and the rereqs for the linux CD are downloading now :)

    --
    -=DaveHowe=-