Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Spellweaver Newsgroups: scea.yaroze.freetalk Subject: Re: I/O on the Yaroze Date: Fri, 09 Jan 1998 23:03:20 -0600 Organization: The Implementor Lines: 25 Message-ID: <34B70118.2D76@ix.netcom.com> References: <34B29D0E.5D23@snrc.uow.edu.au> <34B4300A.3DD5@playstation.sony.com> <34B43B9E.4585@concentric.net> <34B50CA8.88D@playstation.sony.com> Reply-To: spelwevr@ix.netcom.com NNTP-Posting-Host: tiphares.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.02 (WinNT; I) Quoth Jerry Jessop: > I'm not a Yaroze coder but I might suggest you check out the > "floating worlds" members page. It appears that they have some > pretty cool serial stuff going. [ Shameless self-promotion as well as useful info follows ;) ] The URL is http://www.scea.sony.com/net/yaroze/pages/jblack.html What I have on the page is a program for Win32 systems that lets you access the Yaroze as a TCP/IP socket, and allows two Yarozes to be linked over the Internet (i.e., via dial-up networking) or over a TCP/IP LAN. I haven't updated the page lately, but the only thing regarding PSXsock that is now out of date is the suggestion that commercial link-up games such as WipeOut XL might work over PSXsock. After some testing, I have unfortunately found that these games do not seem to use the serial connection in the same fashion as the Yaroze libraries do, and this will not work. It would be truly useful to know how to access the SIO port directly, as the Yaroze libraries are not particularly swift at times. This would also allow non-blocking polling of the port, etc.; if anyone has figured out how to do this (or if Sony might be persuaded to release some info regarding this), let me know (or better yet, post it here or in the .hardware group so that everyone can work on this underused but potentially very interesting area of PSX development).