Path: chuka.playstation.co.uk!news From: Andrew Partington Newsgroups: scee.yaroze.freetalk.english Subject: Re: decisions Date: Thu, 28 Feb 2002 10:56:05 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <3C7E0CC5.9E394FE8@peregrine.com> References: <3C7DDC64.9DAAB945@127.0.0.1> NNTP-Posting-Host: 194.207.193.71 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.7 [en] (WinNT; I) X-Accept-Language: en > > Anybody know what the libraries are like on the PS2 > Much lower level than Yaroze, you pretty much have to write your own on > top of the hardware level. heh, kind of reminds me of the Amiga, could be quite decent assuming the documentation is up to scratch. I wonder if there is some way of doing hardware collision detection on PS2 (you could set the blitter up a certain way on the Amiga when drawing your objects, and by checking a status bit you essentially got pixel-perfect collision detection for free) > On a side note, I am toying with the idea of putting together a version > of the Yaroze's libps for PS2 Linux, so that we can get Yaroze games > running on it in a recompile. > > M. That'd be cool, i'd like to port GG to PS2 Linux eventually! And it'd shorten the learning curve if we all had a familiar API to get used to the system with. BTW Would a port of siocons and GCC for Yaroze be possible for PS2 Linux, assuming we could plug the serial cable into a USB adapter? I guess GCC wouldn't be a problem but what about siocons? (could USB be the way forward to solve the XP problems I wonder?) Andy