forked from Green-Sky/tomato
52 lines
1.7 KiB
Markdown
52 lines
1.7 KiB
Markdown
PS2
|
|
======
|
|
SDL port for the Sony Playstation 2 contributed by:
|
|
- Francisco Javier Trujillo Mata
|
|
|
|
|
|
Credit to
|
|
- The guys that ported SDL to PSP & Vita because I'm taking them as reference.
|
|
- David G. F. for helping me with several issues and tests.
|
|
|
|
## Building
|
|
To build SDL library for the PS2, make sure you have the latest PS2Dev status and run:
|
|
```bash
|
|
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake
|
|
cmake --build build
|
|
cmake --install build
|
|
```
|
|
|
|
## Hints
|
|
The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC`.
|
|
If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of dropping FPS to 30.
|
|
|
|
## Notes
|
|
If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the connection with your computer.
|
|
So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.
|
|
It could be something similar as:
|
|
```c
|
|
.....
|
|
|
|
SDL_PS2_SKIP_IOP_RESET();
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
.....
|
|
```
|
|
For a release binary is recommendable to reset the IOP always.
|
|
|
|
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
|
|
|
|
## Getting PS2 Dev
|
|
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
|
|
|
|
## Running on PCSX2 Emulator
|
|
[PCSX2](https://github.com/PCSX2/pcsx2)
|
|
|
|
[More PCSX2 information](https://pcsx2.net/)
|
|
|
|
## To Do
|
|
- PS2 Screen Keyboard
|
|
- Dialogs
|
|
- Others
|