Path: chuka.playstation.co.uk!news From: Steven Osman Newsgroups: scee.yaroze.freetalk.english Subject: Re: decisions Date: Fri, 01 Mar 2002 10:08:56 -0500 Organization: PlayStation Net Yaroze (SCEE) Lines: 42 Message-ID: References: <3C7DDC64.9DAAB945@127.0.0.1> <3C7E0CC5.9E394FE8@peregrine.com> NNTP-Posting-Host: user-0cceh4k.cable.mindspring.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.9/32.560 Andy, I think the documentation will be beyond your wildest imagination :) As far as SIOCONS for Yaroze, is it necessary? Why not feed stuff from your hard drive? Do you actually need the PC to be the source of data for some reason? Sauce On Thu, 28 Feb 2002 10:56:05 +0000, Andrew Partington wrote: > >> > 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