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Development Status
2 - Pre-Alpha There is code for this project, but it is not usable except for further development.
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Name |
Description |
Subprojects | | 3DX | 3DX is a Linux distrobution for the Playstation 2. Guides, kernels, precompiled programs, and support can be found here. | None |
| Aidoru AI engine | Initially the project will consist of a vector unit accelerated AI engine for PS2 Linux. I hope to provide functionality for a few Neural Net architectures, A* and other pathfinding routines, various tree search methods, Prolog-style (but faster) logic, and various other useful AI game algorithms. Please view the README file for details and coding standards. If someone can donate some code/time, I would like to eventually add graphics and networking support to the engine. | None |
| DJ Revolution | DJ Revolution is a real time DJ simulation that uses the analog controller DualShock2 (for Playstation 2) to scratch, switch records and tracks, adjust pitch, volume, and effects, and generally just remix stuff on the fly. It supports customizable records with user defined tracks, reversable crossfaders with different tapers, and customizable textures for the turntables, mixers, and record labels. Scripts will be included for creating new records and converting tracks to the 48k stereo 16 bit signed audio format that must be used.
Eventually, I'd like to add in a bemani-style music game where you can battle your friends in 2 player mode | None |
| EmotionVJ | The purpose of this project is to create a PlayStation2-based visual mixer, that allows you to create your own "clips". Ideally it will work with 3d objects, particles, text and images that you can store on your HDD.
Far future plans: support for EyeToy or USB Camera and USB sound sampling (for real-time synchro to the music).
It will be like Moderngroove MOS Edition, but open for new visualisation sources. | None |
| EyeToy driver - Linux for PlayStation2 | Driver to allow people to use the EyeToy in their projects on Linux for PlayStation 2. | None |
| Full scale clone of blender on X | I aim to make this program as true to the original as possible. It will allow the same rendering capabilities as it's i86 brother. I hope to have some help from the public to make the renderer use the playstation's graphics chip to do most of the hard rendering work. This project has just started, so please feel free to lend a hand. | None |
| IGGS_PS2 3D engine | IGGS_PS2 is the name of the project our team has taken. What this project is about is utilizing the strengths of the PlayStation 2 hardware, as exposed through the SPS2 development library and libps2dev , in a meaningful and understandable way in order to provide strong foundations for a modern game engine using techniques that focus on hardware friendly approaches rather than complete reliance on the Linux operating system abstraction of the PlayStation 2 architecture.
Our engine will work towards providing a graphics API (Transformation, Lighting, Clipping, Texturing, etc...) a basic game logic, animation and basics physics support.
Our engine will feature also a model loader based on 3DSIntmd and IntmdLoader as provided by the PS2conv project:
http://playstation2-linux.com/projects/ps2conv/
Ideas and suggestions were taken also from Henry Fortuna's PlayStation 2 Linux home-page at:
http://www.hsfortuna.pwp.blueyonder.co.uk/
A lot of thanks go also to Sparky, Sauce, Cashimor, nAo, Fafalada, ERP and others on the #sps2 channel for their help, guidance and moral support (and some deserved kicks in the butt ;)).
We want to make a point of a good documentation of the engine's components and of the algorithm/ideas chosen during development as we hope the experience we gather working on PlayStation 2 might be useful to others as well as to ourselves. We will make such documentation available in the future through journals published in HTML format as well as providing pre-compiled and working binaries. | None |
| lightWave scene preview tool for PS2 | LightWave(tm) scene preview tool for PS2 helps the user design an animation sequence in LightWave 7.5 onwards and play it back with as much fidelity as possible on the console.
Scene files are exported using a (supplied) plugin on the PC (MacOSX support coming soon) and then are played back on PS2 using the native playback code.
The playback code will be made opensource, however, since the LW scene exporter on PC/Mac uses proprietary code to extract some data from LightWave scenes, it's not possible to make it open source.
For a start, this project will be directed and crafted by one programmer, and will be made accessible to public when mature. | None |
| Linux Framebuffer for PS2 | The aim of this project is to develop a Linux framebuffer driver for the Playstation2 that replaces the GS video driver that comes with the kit. The final goal is to test many non-X11 Linux libraries and applications for the embedded world that are based on the framebuffer abstraction (e.g. the Qt/Embedded library) and therefore cannot be used with the non-framebuffer based ps2gs driver. Examples of target applications: Konqueror web browser, Embedded Mozilla, Qtopia, etc. | None |
| PlayStation IDE for Windows | PSXIDE codenamed 'KONDEV' has arrived, well at least a snapshot of my development and associated documentation that I have done.
KONDEV is (will be) the ultimate in console development so you can develop for consoles like the PlayStation, PlayStation2 (Native or Linux based), Nintendo64, GameCube, XBox, PC (Windows and Linux) you get EVERYTHING you need including editors, debugger, emulator, compilers, docs, libaries, tools. Oh yeah AND THE SOURCE CODE.
Contained in the zip file is the following :
Windows Binary of the IDE
Windows Dynamic/Static Libraries for the Emulator (YES!)
Windows Dynamic/Static Libraries for the Debugger
Various tools, work in progress
The source code to the LOT of it
The new home for KonDev here.
| None |
| PS2 Game Engine | ps2engine comes from our school project. Our team, Delusional Studios,
are taking the Electronic Game Design course at NBCC Miramichi. For our
final product for next year, we are doing a ps2 game called Demonic
Psychosis. In order to be able to make the game in time next year, I am
starting the coding for the game engine now.
The game engine so far supports a DMA memory manager, a DMA packet
engine that supports automatic packet stitching with 32, 64 and 128 bit
support, a DMA packet scheduler that allows you to flag packets to be
sent or not and build a call list and send the call list for each DMA
channel independent of each other. The game engine will eventually
support quake 3 level support for interiors, quad trees for the outside
areas, key-frame and skeletal animation with quake 2 models, light-wave
models and custom file formats for optimized models. The custom model
support allows user's to enter openGL like commands to enter vertexes,
normals, colors. The matrix manager also is openGL like and contains all
off the commands from openGL including scaling, translation, rotation
and also a view matrix, projection matrix, camera matrix and model
matrix. Plus two other matrixes used for lighting. There will be many
more additions to the game engine as time goes by. | None |
| Pulsar | A 3d space ship shoot-em-up. Will run under native mode (not linux) using the psal library. The psal library is being developed along side Pulsar. | None |
| Quake 2 for PS2 | The single purpose of this project is to port the Quake 2 game source-code to the PS2 platform. Yes, Quake 2 is now officially "old news", but you might be surprised to learn that Quake 1 through Quake 3 use the same codebase. Once the porting effort is done, the project may evolve to incorporate more modern features.
Note that you will need game data from the Quake 2 CD for any of this to be of use, or you must have a completely new set of game data. | None |
| RealPlayer for PlayStation 2 | This project will port Helix Player - the open source version of RealPlayer - to PlayStation 2 Linux. It will include codec support for RealAudio and RealVideo playback. It will also provide assorted build documentation and other help files. | None |
| Spiderland | A brutal nuclear war has destroyed mankind. The only creatures to make it through are insects and spiders but they have now evolved into a new race, perhaps even more aggressive than the humans. Spiderland is a strategy game with a clan based multiplayer system that allows people to play on the Internet from and against any platform!
Spiderland is our first title and will be released later this year. Here we will post information about the Playstation2 Linux version but if you want any general news about the game please visit http://www.linux-games.co.uk/ | None |
| SPS2 Demo | surprise! :) | None |
| The libps2dev HTML Documentation | The libps2dev documentation is merely stored as text files on the Linux system, and looking up functions is a laborious task. The aim of the libps2HTML project is to create a fully navigable, fully-hyperlinked documentation for the libps2dev library. Readers will be able to submit comments about functions/structures etc., adding their own usage guidelines to the documentation and sharing useful tips.
This will enable a much smoother workflow for those who have a PC next to their Linux kit, so they can look up details quickly and in parallel with their programming, without having to have a network set up.
It will be available in a plain-HTML format and as a .CHM file for those who wish to download for later perusal. | None |
| vu coding stuff | This is a collection of tools, docs, etc to help vu coding. | None |
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