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Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Tuesday April 05, 2016 @01:19AM (#11428026)
Sony had their flirts with Indies and Linux and walked away from it.

The Playstation had Net Yaroze, which was almost comparable the usual devkit. A collector's item nowadays.

The PS2 had PS2 Linux, which required special RGB monitors with sync on green, but it provided almost the same access to the hardware as the devkits. The main difference was the amount of available RAM, only PS2GL and the higher level PS2 official graphics API were available. The low level one wasn't accessible.

The PS3 provided a very limited support for Linux. The graphics hardware was exposed as a plain framebuffer. Then came the firmware update that wiped Linux out of the PS3.

The PS Vita did offer a Mono based SDK, but after the initial release, they went silent. You can still access the web site, though.

The PS4 already exposes two graphics APIs much more powerful than Vulkan, with the developers being quite experienced on them.

If you search SCEE and GDC Vault web sites there are plentiful documents and sessions, NDA free, how the console market works.

Re:Release: Fully operational dlclose exploit + Linux for PS... by gobusto on Tuesday April 05, 2016 @08:37AM (#11429850)
There was also the PS2 version of Yabasic, which was included on the demo disc that came with the console.

If I recall correctly, this was done to avoid some kind of tax on "entertainment devices" in Europe; Sony argued that the ability to write BASIC programs made it a "computer", rather than an entertainment device.

Text could be entered using either a pad or a USB keyboard, and programs could be saved to memory cards. Some magazines even included user-submitted games on their cover disc, and the official UK magazine included a page or two of code each month which eventually built up to a playable game.

There were a few differences from the original Yabasic - gradient triangles were added, audio functionality was removed, etc. I'm told that the source code is available online somewhere, since the original Yabasic was GPL-licensed, but a quick Google search didn't turn up anything useful.

For those who are interested, a friend of mine has re-implemented the PS2 version in Javascript: http://www.mrdictionary.net/yabasic/

Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Tuesday April 05, 2016 @09:32AM (#11430185)
Yeah, I didn't pay much attention to it beside the day I bought the PS2.

Eventually I got hold of the PS2 Linux package, but getting monitors with sync on green wasn't that easy.

Re:Release: Fully operational dlclose exploit + Linux for PS... by pandaman on Tuesday April 05, 2016 @01:57AM (#11428164)
I have not used PS2 Linux but I am curious how was it possible to limit the low level graphics API? Did they not let you run VU1 code? The retail games were just writing registers on GS from VU1 (and few smart ones were also streaming textures directly to GS). There was no API involved other than kicking DMA chains to feed VU1 (and that was just writing a pointer into a user register anyway).
Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Tuesday April 05, 2016 @03:53AM (#11428636)
You didn't have direct hardware access from Linux, the access was exposed via an abstraction library which was a bit higher level than what the devkit allowed for.

Then there was PS2GL which was built on top of that, also not quite like the GL version on the devkit. But both shared the same fate of not being used that much.

Re:Release: Fully operational dlclose exploit + Linux for PS... by kayamon on Wednesday April 06, 2016 @01:33AM (#11436812)
Hi, This is not true - PS2 Linux provided full hardware access to the graphics hardware via the SPS2 library, which just mapped a bunch of hardware registers into your userland address space.

The IOP chip was restricted but that wasn't really a big deal for most purposes, as it was generally only used for I/O.

Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Wednesday April 06, 2016 @06:12AM (#11437798)
Hi, maybe you could have bothered to read the other post from me?

https://news.ycombinator.com/item?id=11433163

Re:Release: Fully operational dlclose exploit + Linux for PS... by pandaman on Tuesday April 05, 2016 @10:12AM (#11430492)
So you could not write VU code? Sounds pretty useless if true.
Re:Release: Fully operational dlclose exploit + Linux for PS... by pjmlp on Tuesday April 05, 2016 @02:42PM (#11433163)
On the contrary, the goal was to give enthusiasts a taste of what programming a games console might look like, not offer devkits for free.

In any case, it seems my memory was playing tricks on me.

The higher level APIs I am talking about was SPS2 and then there was Libps2dev as well.

The VU were actually available, I completely forgot about it.

You can delve into the old site, some guys did manage to mirror it, before Sony pulled the plug.

http://ps2linux.no-ip.info/playstation2-linux.com/coding-on-...

Personally I think the main reason for Sony's delusion with the community was that instead of trying to make games, many were using their PS2Linux kits to turn the PS2 into routers, cheap GPUs or cheap PCs.

The community was never as vibrant as the XNA one in terms of game coding.

Re:Release: Fully operational dlclose exploit + Linux for PS... by pandaman on Tuesday April 05, 2016 @04:45PM (#11434248)
Well, if you could program VU1 you had as much low level API as anybody else, that's my point.

As for the whole Linux support - I remember Kutaragi pushing the PS2 to become a home computer. Even its devkits (T10000s) were looking like PCs and had a "workstation" mode. PS3's "other OS" seems to be a vestige of this policy.