|
Name |
Description |
Subprojects |
| Graphics programmers | For programmers who are working with the graphics side of the PS2 | 16 projects |
| Network Programmers | Programmers who have to deal with networking (USB modems, broadband adapter, etc) | 1 projects |
| Peripheral Programmers | Programmers who have to program controllers, multi-taps, USB and iLink devices, etc. | 3 projects |
| Sound Programmers | For programmers who deal with music and sound generation | 3 projects |
| Tools Programmers | For tools/application programmers for creating PlayStation2 game content (e.g. 3D model exporters, etc) | 3 projects |
| 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 |
| BlockBuster:A 3D-arcade console game | BlockBuster is a 3d-arcade console game for the PS2Linux.
| None |
| C and C++ Programming Newbie Society | The aim of the C and C++ Programming Newbie Society is to teach programming to a wide variety of skill levels. Ranging from people who have never written code in their lives, to people who are aces in other languages (Such as Perl, PHP, or Visual Basic). There will be links to tutorials, code snippets to download, compile on their PS2's, and learn from, forums in which to discuss programming techniques, and ask for C/C++ help. I myself am on the journey of discovery with C/C++, and will therefore be posting my progress for others to follow. The Playstation2 Linux platform is a new and exciting opportunity for would-be programmers to arise and share their ideas, this project will attempt to bring their ideas to life with the magic of C/C++ and PS2 Linux. | None |
| 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 |
| GNU C Compiler | GCC is a standards compliant C compiler supported on a great number of platforms. This project will release binary and source versions of the compiler with support for Linux for Playstation 2. | None |
| GPL Quake to PS2 Conversion | The core of this project is converting the GPL'd source for Quake to the Playstation 2. The first complete conversion release will include level, model, and texture examples with open license binaries for example purposes. To use the full package, I'd recommend purchasing Ultimate Quake. The documentation will include where to put the game binaries and methods of getting to them. | None |
| Homebrew Haven | Homebrew Haven provides PS2/Linux kit owners with the documentation, tools and libraries they need to write PS2 native software that is loaded by the RTE bootloader. Such programs are assured full access to the PS2's hardware without the performance and operating system penalties imposed by the Linux operating system. Eventually Homebrew Haven hopes to provide demo, game, and application developers all the tools needed to run both standard and kit-bootable PS2 software. | 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 |
| Lunar Lander | Lunar Lander is a fun little 2D game based on realistic Newtonian physics. Thrust, acceleration and fuel mass loss are accurately modelled based on the actual specifications of the lander. The object of the game is to guide the lander to a safe touchdown while battling the relentless force of gravity.
I am using the SDL and SDL_mixer libraries to provide 2D graphics, sound and music. | None |
| MIPS Assembly Language Tutorial | This is a tutorial in MIPS assembly language programming, intended
for individuals that have not seen assembly language programming before.
There is nothing in this course specific to the PS2, however PS2
developers have found the course useful.
The emphasis on how computers work. The goal of the course is not to turn you into a MIPS programmer, but to give you an understanding of all computer systems.
The only equipment you need for this course is a PC. The only software you need is the SPIM simulator of the MIPS R2000 processor and a text editor. The simulator is available by free download.
| None |
| Native | Enables kernel mode PlayStation® 2 development, so applications may take full advantage of the PlayStation® 2 high performance graphics hardware. | None |
| Pinp Is Not Pool | ====== Everything is now uploaded and in final form as far as we are concerned ====
This project is (at this stage) exactly what it says it isn't: a Pool game for the PS2 :)
The intention when this project was started was to create an arcadey Pool game with powerups, jumps, different playing surfaces etc... We were not able to achieve this in the given time, but otherwise it's a nice entertaining game :)
The game has been in development by us - a team of 4 at the University of Canberra - for about a year now, as our final year Engineering project. It was done mostly working on Saturdays and perhaps a few days here and there where we could fit them in.
To do in the future (probably by other willing people, since we don't have access to PS2s outside of uni):
Implement the 'arcadey' portion.
Make physics run better (on VUs?).
Whatever anyone comes up with :). | None |
| PlayStandard Linux Project | PlayStandard is, or will be, a collection of tools designed to optimise the Playstation 2 Linux environment. All PS2 media is designed so it meets the PS2's power, and does not go over. Software developed for linux does not take this into account, and so we hope to delve deep into the Playstation's power and form a guideline for producing future software, providing code snippets and tools, even perhaps a kernel, for doing so. This will make it go faster, eliminating the need for RAM hacks. | None |
| Playstation 2 Linux System Documentation | The P2LSD Project provides documentation for setting up, using and programming for the Playstation 2 Linux system. Items included in the project are FAQs, HOW-TOs and Handbooks about very specific PS2 Linux topics such as "How to use the IPU" and "The Memory Card FAQ". | None |
| PS2 3D programming Tutorial | This is a project of a tutorial about 3D programming with linux kit and SPS2 library module. This tutorial start from the basic of 3D programming and goes on on more detailed topics. The tutorials is composed by a pdf document and accompaning examples. Some tools written in Visual Basic .NET are used throughout the tutorial to accomplish various tasks. VB was used because it was quick to produce utility with and it produces better interface rather using plain C++. VB.NET make also possible to access C++ code through Managed C++.
I hope that you'll enjoy my work. Good work to everyone and have fun with PS2. | None |
| 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 |
| PS2 Neural Network Simulator | PS2Neural is low-level framework to support running neural networks, optimized for the PS2's hardware (Hebbian-like and error-corrector/backprop). Some ps2neural developers are also interested in developing visualization plugins using the GS. | None |
| Sauce's Visual VU Debugger | Sauce's Visual VU Debugger (svvudb for short) is a graphical debugger for the vector units. It has an interface that you view on your PC while you execute code on the PS2. This is an X-Windows interface for the PS2, for a PC running linux, as well as a native Windows interface for a PC running Windows. If you're developing VU code that's not targetted towards graphics, you could also run X on your PS2 and use this to debug the code.
The debugger supports both VU0 and VU1.
Some of the debugger's features:
- It allows you to debug UNMODIFIED applications as they run.
- It allows you to, from the command prompt, load up code and data and debug it.
- It allows you to browse all the VU registers and modify most of them when the program is suspended.
- It allows you to view and modify the contents of the VU memory.
- It allows you to single-step through the code or set specific breakpoints.
- With very simple changes to your code, the debugger can be triggered at the developer's will. This is useful when debugging a specific bit of code that may not necessarily be loaded when the debugger is started up.
- When the debugger is not running, applications run at full speed. With the debugger running, applications run at full speed except when suspended by breakpoints.
Future features for this project are top secret.
Please visit http://terratron.com/ps2linux/ for more screen shots.
Enjoy! | None |
| SPS2 - Direct PS2 Access Environment | The sps2 project is home to utilities that seek to maximize direct access to the PS2 hardware -- the DMAC, the VUs and the EE/GS registers -- within the linux kernel.
The approach taken by sps2 is one that requires no kernel modification (other than loading a kernel module) and does not permanently reserve any portion of the memory for DMA access at boot time.
This project is home to the module, the support libraries, and sample applications that use it.
A possible long-term goal for the project is to create an environment such that the same code can be compiled and run either within the linux kernel or directly on the RTE, hopefully maximizing the similarity between linux-based development and low-level development. | None |
| Stella (Atari 2600 emulator) for PS2 | Stella is a cross platform Atari 2600 emulator. This project is a Playstation 2/Linux port of the project, using the GS for drawing rather than a slower middle layer such as X windows or SDL. A user interface is built into the program to support playing multiple games without quitting the program. | None |