Yet another newbie joins the fray...seriously though, would this worK?

Howdy y'all,
I currently make games on the PC using a platform called Blender (which has just gone bust incedently *sniff* *sniff*) and various tools including the sublimely magnificent 3DS Max. But despite the fact that you might have the best game in the world on a PC, it still is a pain in the a** to play because ultimately, your still stuck on front of a PC, having to spend hours d*cking about to get it to work. So I've spent months searching the net trying to find ways of programming the PS2, and actually getting it to run on a ps2 properly.
Usually this involved late nights, lots of coffee, a tempremental google and a sh*tty modem connection, only to find a page that say's either " Give us 25k for the privilage" or " You have to be registered with sony to even get a demo of our products, blah blah blah".... you get the picture.....
But, having spend the day scouring ummm, how shall we say...'less than legal' sites... i think i may have found a way. But i need help with it.
First of all is there a language that an be directly compiled to a form that the ps2 will understand, or do I need some kind of super-sony-rink-de-dink-de-doo-compiler to get it to work?
Secondly, if this language can be directly compiled, does it support 3d programming? And could it support direct importing of 3d meshes (in any format), sound samples (the yabasic 'BEEP' is pathetic isn't it!! *nods of aggreement from the crowd*), tiled textures (including alpha channels and procedural maps) and video files.
Ok, so assumming the answer to these questions are 'yes', does anyone know if it would be able to develop the game on my PC, compile it so it runs on a PS2 Emulator on a PC (for testing ect) and then usea program than is normally used to download wasrez PS2 Games and burn them to CD to actually burn the developed game to a cd, then run it on a PS2 with the help of a boot disc?
If you can't do this, can anyone point me in the general direction of where to look next? 'cause i am gonna eventually crack this :).
Oh, and can anyone tell me, just while i have you all here, what the specs are for the ps2's graphics processor? IE: how many polygons can it throw around per sec, whats the max framerate it will support ( i think in yabasic i had it running at 1000 fps! Oh, how it cried it's little eyes out LOL) and how many realtime lights does it support ect. y'know general performance stats.
Thanks a lot,
~V~

Comments

  • : Howdy y'all,
    : I currently make games on the PC using a platform called Blender (which has just gone bust incedently *sniff* *sniff*) and various tools including the sublimely magnificent 3DS Max. But despite the fact that you might have the best game in the world on a PC, it still is a pain in the a** to play because ultimately, your still stuck on front of a PC, having to spend hours d*cking about to get it to work. So I've spent months searching the net trying to find ways of programming the PS2, and actually getting it to run on a ps2 properly.
    : Usually this involved late nights, lots of coffee, a tempremental google and a sh*tty modem connection, only to find a page that say's either " Give us 25k for the privilage" or " You have to be registered with sony to even get a demo of our products, blah blah blah".... you get the picture.....
    : But, having spend the day scouring ummm, how shall we say...'less than legal' sites... i think i may have found a way. But i need help with it.
    : First of all is there a language that an be directly compiled to a form that the ps2 will understand, or do I need some kind of super-sony-rink-de-dink-de-doo-compiler to get it to work?
    : Secondly, if this language can be directly compiled, does it support 3d programming? And could it support direct importing of 3d meshes (in any format), sound samples (the yabasic 'BEEP' is pathetic isn't it!! *nods of aggreement from the crowd*), tiled textures (including alpha channels and procedural maps) and video files.
    : Ok, so assumming the answer to these questions are 'yes', does anyone know if it would be able to develop the game on my PC, compile it so it runs on a PS2 Emulator on a PC (for testing ect) and then usea program than is normally used to download wasrez PS2 Games and burn them to CD to actually burn the developed game to a cd, then run it on a PS2 with the help of a boot disc?
    : If you can't do this, can anyone point me in the general direction of where to look next? 'cause i am gonna eventually crack this :).
    : Oh, and can anyone tell me, just while i have you all here, what the specs are for the ps2's graphics processor? IE: how many polygons can it throw around per sec, whats the max framerate it will support ( i think in yabasic i had it running at 1000 fps! Oh, how it cried it's little eyes out LOL) and how many realtime lights does it support ect. y'know general performance stats.
    : Thanks a lot,
    : ~V~
    :


    Here is what I found on playstation.com


    PlayStation2 Computer Entertainment System

    Features and Specifications

    CPU
    128-bit Playstation 2 CPU

    System Clock Frequency
    294.912 MHz

    Cache Memory
    Instruction: 16KB, Data: 8KB + 16KB (ScrP)

    Main Memory
    Direct Rambus (Direct RDRAM)

    Memory Size
    32MB

    Memory Bus Bandwidth
    3.2GB per Second

    Co-processor
    FPU (Floating Point Unit)


    Floating Point Multiply Accumulator x 1,

    Floating Point Divider x 1

    Vector Units
    VU0 and VU1

    Floating Point Multiply Accumulator x 9,

    Floating Point Divider x 3

    Floating Point Performance
    6.2 GFLOPS


    3D CG Geometric Transformation
    66 Million Polygons per second


    Compressed Image Decoder
    MPEG2


    Graphics
    Graphics Synthesizer™

    Clock Frequency
    147.456MHz

    Embedded DRAM
    4MB

    DRAM Bus bandwidth
    48GB per Second

    DRAM Bus width
    2560 Bits

    Pixel Configuration
    RGB:Alpha:Z Buffer (24:8:32)

    Polygon Drawing Rate
    75 Million Polygons per Second

    Screen Resolution
    Variable from 256 x 224 to 1280 x 1024


    Sound
    "SPU2+CPU"

    Number of Voices
    ADPCM: 48ch on SPU2 plus definable, software programmable voices

    Sound Memory
    2MB

    Output Frequency
    Variable up to 48 KHz (DAT quality)


    IOP
    I/O Processor

    CPU Core
    PlayStation (current) CPU

    Clock Frequency
    33.8688MHz or 36.864MHz (Selectable)

    IOP Memory
    2MB

    Sub Bus
    32-bit

    Interface Types
    IEEE1394 i.Link , Universal Serial Bus (USB) x 2

    Controller Port x 2, Memory Card x 2


    Disc Device
    CD-ROM and DVD-ROM

    Device Speed
    CD-ROM 24 times speed

    DVD-ROM 4 times speed


    New Features

    (North American model)
    Drive bay (for 3.5" hard disc drive)

    Expansion unit (for network interface)

    DVD-Video playback built into the hardware, no Memory Card required



    :

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