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		<title>Ps2dev.org</title>
		<link>http://ps2dev.org/</link>
		<description>Homebrew Playstation</description>
		<language>en-us</language>
		<pubDate>Tue, 6 Mar 2006 04:00:00 GMT</pubDate>
		<lastBuildDate>Tue, 10 Jun 2003 09:41:01 GMT</lastBuildDate>
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		<managingEditor>oobles@gmail.com</managingEditor>
		<webMaster>oobles@gmail.com</webMaster>
		
			
			<item>
				<title>Pre-Built SDK for Win32</title>
				<link>http://ps2dev.org/ps2/Tools/Toolchain/Pre-Built_SDK_for_Win32</link>
				<description>Over time, many people have had problems setting up the PS2SDK in Win32 (Cygwin and MinGW both fail to build, or fail to compile code properly, as of 08-17-08). As a result, LBGSHI has set up an updated, fixed, pre-built, msys/MinGW PS2SDK, with most of the popular libraries included. It can be found below.</description>
				<pubDate>Thu Feb 18 20:28:32 GMT 2010</pubDate>
				<guid>http://ps2dev.org/ps2/Tools/Toolchain/Pre-Built_SDK_for_Win32?v=1</guid>
			</item>
			
			<item>
				<title>PS2DIS - Hanimar&#39;s disassembler</title>
				<link>http://ps2dev.org/ps2/Tools/Debugging_tools/PS2DIS_-_Hanimar&#39;s_disassembler</link>
				<description>A windows based disassembler for PS2.  Lots of cool features.</description>
				<pubDate>Thu Feb 18 20:24:51 GMT 2010</pubDate>
				<guid>http://ps2dev.org/ps2/Tools/Debugging_tools/PS2DIS_-_Hanimar&#39;s_disassembler?v=3</guid>
			</item>
			
			<item>
				<title>Scalable Remote Debugger Protocol</title>
				<link>http://ps2dev.org/News/Scalable_Remote_Debugger_Protocol</link>
				<description>As members of the video game homebrew/development/reverse-engineering scene, we admittedly spend a considerable amount of time re-inventing the wheel. This is sometimes necessarily so, but much of the time it can be avoided by cohesion and the application of standards.

&lt;p&gt;Parasyte and, to varying degrees, other scene members from &lt;a href=&quot;http://GSHI.org&quot;&gt;GSHI&lt;/a&gt;, &lt;a href=&quot;http://KodeWerx.org&quot;&gt;KodeWerx&lt;/a&gt;, &lt;a href=&quot;http://romhacking.net&quot;&gt;RHDN&lt;/a&gt;, and abroad, are working on a new protocol, known as &lt;a href=&quot;http://www.kodewerx.org/wiki/index.php/Scalable_Remote_Debugger_Protocol&quot;&gt;SRDP&lt;/a&gt; - Scalable Remote Debugger Protocol, as the title has already alerted you.

&lt;p&gt;Straight from the source&#39;s mouth, SRDP is &quot;a remote debugging protocol, applicable to emulators and video game hardware, among other uses.&quot;, which &quot;will allow the same debugger user interfaces to be used on any emulator of your choosing, or even on the real deal.&quot; This standardization means that any debugger UI upgrade would be a universal one, across any system physically capable of supporting the new features implemented. This would be a huge leap forward in debugger technology and methodology, and would save a lot of time and effort that usually goes to waste with every new debugger for every new system.

&lt;p&gt;Whether you&#39;re a developer, a regular user of debuggers, or just an interested member of the community, you can help, merely by showing interest and making a post on one of the SRDP threads. Ask questions that spark discussion, contribute example code, and feel free to spread the word to anyone you think might be interested.

&lt;p&gt;For a spec sheet in progress, drop by &lt;a href=&quot;http://www.kodewerx.org/wiki/index.php/Scalable_Remote_Debugger_Protocol&quot;&gt;HERE&lt;/a&gt;, and for a synopsis of SRDP by Parasyte, check out the threads &lt;a href=&quot;http://www.romhacking.net/forum/index.php/topic,10143.0.html&quot;&gt;HERE&lt;/a&gt; and &lt;a href=&quot;http://gshi.org/vb/threads/3286-RFC-community-effort-to-build-portable-scalable-debugger-protocol&quot;&gt;HERE&lt;/a&gt;.</description>
				<pubDate>Thu Feb 11 17:36:20 GMT 2010</pubDate>
				<guid>http://ps2dev.org/News/Scalable_Remote_Debugger_Protocol?v=3</guid>
			</item>
			
			<item>
				<title>Libraries</title>
				<link>http://ps2dev.org/psp/Tools/Toolchain/Libraries</link>
				<description>The psplibraries script will build and install a variety of libraries for the PSP, including: zlib, bzip2, freetype, libjpeg, libbulletml, libmad, libmikmod, libogg, libpng, libpspvram, libTremor, libvorbis, lua, pspgl, pspirkeyb, sqlite, SDL, SDL_gfx, SDL_image, SDL_mixer, SDL_ttf, smpeg, zziplib
&lt;p&gt;
Installation is similar to the psptoolchain: first check out the repository using
&lt;pre&gt;
  svn checkout svn://svn.ps2dev.org/psp/trunk/psplibraries
&lt;/pre&gt;
and then see the readme.txt or readme-ubuntu.txt file for more instructions.</description>
				<pubDate>Mon Nov 09 20:24:55 GMT 2009</pubDate>
				<guid>http://ps2dev.org/psp/Tools/Toolchain/Libraries?v=2</guid>
			</item>
			
			<item>
				<title>Installing the toolchain on Ubuntu</title>
				<link>http://ps2dev.org/psp/Tools/Toolchain/Installing_the_toolchain_on_Ubuntu</link>
				<description>Specific instructions for Ubuntu are found in the readme-ubuntu.txt file in the psptoolchain directory.
&lt;p&gt;&lt;b&gt;readme-ubuntu.txt&lt;/b&gt;
&lt;pre&gt;

 ## Install the required packages.
 sudo apt-get install build-essential autoconf automake bison flex \
  libncurses5-dev libreadline-dev libusb-dev texinfo libgmp3-dev   \
  libmpfr-dev subversion gcc-4.2

 ## Set up the environment.
 gedit ~/.bashrc

  ## Add these lines to the end of the file.
  export PSPDEV=&quot;/usr/local/pspdev&quot;
  export PSPSDK=&quot;$PSPDEV/psp/sdk&quot;
  export PATH=&quot;$PATH:$PSPDEV/bin:$PSPSDK/bin&quot;

 ## Load the environment changes.
 source ~/.bashrc

 ## Build and install the toolchain + sdk.
 sudo ./toolchain-sudo.sh
&lt;/pre&gt;</description>
				<pubDate>Mon Nov 09 20:21:57 GMT 2009</pubDate>
				<guid>http://ps2dev.org/psp/Tools/Toolchain/Installing_the_toolchain_on_Ubuntu?v=1</guid>
			</item>
			
			<item>
				<title>Getting the most up-to-date toolchain</title>
				<link>http://ps2dev.org/psp/Tools/Toolchain/Getting_the_most_up-to-date_toolchain</link>
				<description>The most recent toolchain can be found in the ps2dev &lt;a href=&quot;http://subversion.tigris.org&quot;&gt;Subversion&lt;/a&gt; repository.  To obtain it, install the subversion client and run
&lt;pre&gt;
  svn checkout svn://svn.ps2dev.org/psp/trunk/psptoolchain
&lt;/pre&gt;
The readme.txt file describes the necessary steps to build and install the toolchain.
&lt;p&gt;&lt;b&gt;readme.txt&lt;/b&gt;
&lt;pre&gt;
 ====================
  What does this do?
 ====================

  This program will automatically build and install a compiler and other
  tools used in the creation of homebrew software for the Sony Playstation
  Portable handheld videogame system.

 ==================
  How do I use it?
 ==================

 1) Set up your environment by installing the following software:

  autoconf, automake, bison, flex, gcc, libusb-dev, make, ncurses,
  patch, readline, subversion, texinfo, wget

 2) Add the following to your login script:

  export PSPDEV=/usr/local/pspdev
  export PATH=$PATH:$PSPDEV/bin

 3) Run the toolchain script:

  ./toolchain.sh

 ==========================
  Where do I go from here?
 ==========================

  Visit the following sites to learn more:

   http://www.ps2dev.org
   http://forums.ps2dev.org
&lt;/pre&gt;
</description>
				<pubDate>Mon Nov 09 20:20:38 GMT 2009</pubDate>
				<guid>http://ps2dev.org/psp/Tools/Toolchain/Getting_the_most_up-to-date_toolchain?v=3</guid>
			</item>
			
			<item>
				<title>Toolchain</title>
				<link>http://ps2dev.org/psp/Tools/Toolchain</link>
				<description>&quot;In software, a toolchain is the set of computer programs (tools) that are used to create a product (typically another computer program or system of programs). The tools may be used in a chain, so that the output of each tool becomes the input for the next, but the term is used widely to refer to any set of linked development tools.&quot; - &lt;a href=&#39;http://en.wikipedia.org/wiki/Toolchain&#39;&gt;wikipedia&lt;/a&gt;</description>
				<pubDate>Mon Nov 09 20:14:41 GMT 2009</pubDate>
				<guid>http://ps2dev.org/psp/Tools/Toolchain?v=11</guid>
			</item>
			
			<item>
				<title>FMCB (Free Memory Card Boot)</title>
				<link>http://ps2dev.org/ps2/Loaders/PS2_side_boot_loaders/FMCB_(Free_Memory_Card_Boot)</link>
				<description>FMCB is an amazing app that allows the user to boot homebrew via a memory card, with no modchip or swap disc/trick required. Download and instructions can be found here: &lt;a href=&quot;http://www.psx-scene.com/forums/forumdisplay.php?f=153&quot;&gt;FMCB Official Forum&lt;/a&gt;</description>
				<pubDate>Sun Jul 26 23:15:23 GMT 2009</pubDate>
				<guid>http://ps2dev.org/ps2/Loaders/PS2_side_boot_loaders/FMCB_(Free_Memory_Card_Boot)?v=4</guid>
			</item>
			
			<item>
				<title>3DReflection</title>
				<link>http://ps2dev.org/ps2/Code/Demonstrations/3DReflection</link>
				<description>I created this sample to show how reflection is done on the cars in Gran Turismo 1,2,...

this example use Libgs and Libvux included in the ps2sdk.

it should compile with no problem, you might only need to update your ps2sdk files.

note:
 this is a 15,000 poly mesh rendering twice mostly useing the main cpu. performance can be increased by changing funtion that start with &#39;Vux....();&#39; to &#39;Vu0...();&#39; to use VU0 in macro mode to do 3d calculations.


&lt;br/&gt;
&lt;br/&gt;

&lt;a href=&quot;/ps2/Code/Demonstrations/3DReflection/3DReflection.download&quot;&gt;3d_reflection.rar&lt;/a&gt;

&lt;br/&gt;
&lt;br/&gt;



&lt;img src=&#39;http://img41.imageshack.us/img41/1522/tv2009052516450600.jpg&#39; border=&#39;0&#39;/&gt;</description>
				<pubDate>Mon May 25 21:57:32 GMT 2009</pubDate>
				<guid>http://ps2dev.org/ps2/Code/Demonstrations/3DReflection?v=13</guid>
			</item>
			
			<item>
				<title>3DReflection</title>
				<link>http://ps2dev.org/ps2/Code/Demonstrations/3DReflection/3DReflection</link>
				<description></description>
				<pubDate>Mon May 25 21:47:24 GMT 2009</pubDate>
				<guid>http://ps2dev.org/ps2/Code/Demonstrations/3DReflection/3DReflection?v=1</guid>
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