| PS2 | |
| ====== | |
| SDL2 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 SDL2 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_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 droping 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 conection 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 |