scummvm/backends/platform/ps2
2019-11-19 00:20:40 +01:00
..
iop JANITORIAL: Make GPL headers uniform 2016-09-03 12:46:38 +02:00
asyncfio.cpp Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
asyncfio.h Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
cd.c
cd.h
DmaPipe.cpp Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
DmaPipe.h PS2: Make GPL headers consistent in themselves. 2014-02-18 02:39:37 +01:00
eecodyvdfs.c JANITORIAL: Make GPL headers uniform 2016-09-03 12:46:38 +02:00
eecodyvdfs.h Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
fileio.cpp PS2: Fix compilation with latest PS2SDK 2018-09-14 02:33:16 +01:00
fileio.h Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
Gs2dScreen.cpp PS2: Implement horizontal shake 2019-11-19 00:20:40 +01:00
Gs2dScreen.h GRAPHICS: Add interface for horizontal shake 2019-11-19 00:20:40 +01:00
GsDefs.h Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
icon.cpp Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
icon.h PS2: Make GPL headers consistent in themselves. 2014-02-18 02:39:37 +01:00
irxboot.cpp JANITORIAL: Remove more trailing spaces 2016-10-09 15:02:02 +02:00
irxboot.h Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
Makefile.ps2
Makefile.ps2.dev PS2: Added compact Makefile.ps2.dev for debug 2014-01-23 18:35:09 -05:00
module.mk
ps2debug.cpp Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
ps2debug.h Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
ps2input.cpp Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
ps2input.h Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
ps2mutex.cpp PS2: Fix compilation with latest PS2SDK 2018-09-14 02:33:16 +01:00
ps2pad.cpp Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
ps2pad.h PS2: Make GPL headers consistent in themselves. 2014-02-18 02:39:37 +01:00
ps2temp.h PS2: Make GPL headers consistent in themselves. 2014-02-18 02:39:37 +01:00
ps2time.cpp Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
README.PS2 PS2: Added README.PS2 2014-01-23 19:30:48 -05:00
rpckbd.c
rpckbd.h PS2: Make GPL headers consistent in themselves. 2014-02-18 02:39:37 +01:00
savefilemgr.cpp PS2: Replace usage of strdup with scumm_strdup 2018-08-19 11:47:28 +01:00
savefilemgr.h PS2: Fix Ps2SaveFileManager 2016-08-31 14:12:45 +06:00
sysdefs.h Merge pull request #426 from sunmax/master 2014-04-28 21:20:42 +03:00
systemps2.cpp GRAPHICS: Add interface for horizontal shake 2019-11-19 00:20:40 +01:00
systemps2.h GRAPHICS: Add interface for horizontal shake 2019-11-19 00:20:40 +01:00

Dear PS2 ScummVM enthusiast user,

here you will find the latest and the greatest PS2 backend ever!


                         *** Release Notes ***

Released 2 builds: SCUMMVM.ELF and SCUMMVM-S.ELF. The latter has engine
modules statically linked into (that's what the "-S" is for), the former
uses dynamic modules (uncached). The dynamic one is much faster to start
and has more resources available for the games. The catch is that games
detection, when you are adding a new one, is painstakingly slow...
(as it needs to load, test, unload the plugins one by one).

Until we have an optimization for that in place I would suggest you add
new games with "SCUMMVM-S.ELF", and when you are done adding you then
play them with "SCUMMVM.ELF", as this will give you the best of both.

We no longer have a separate ELF build with hdd & net adapter disabled,
as we now do it in the smart way, allowing users to disable it in their
ScummVM.ini. See under in "Configuration" for details.

We also have an improved Makefile.ps2 in ps2 folder which will allow
you to create: static, dynamic, profile and debug build version.

You can now also cleanly compile using "configure" and specifying:

./configure --backend=ps2 --host=ps2 ...


                         *** Installation ***

Some media drivers require all capitalized letter, so to be on the
safe side store the files (SCUMMVM.ELF and *.IRX) in upper case.

Here comes a full list of the required *.IRX (don't worry they are all
provided pre-compiled in the binary release ;-)

 IOMANX.IRX
 FILEXIO.IRX
 CODYVDFS.IRX
 SJPCM.IRX
 USBD.IRX
 USB_MASS.IRX
 PS2MOUSE.IRX
 RPCKBD.IRX
 POWEROFF.IRX
 PS2DEV9.IRX
 PS2ATAD.IRX
 PS2HDD.IRX
 PS2FS.IRX
 PS2IP.IRX
 PS2SMAP.IRX
 PS2HOST.IRX

Make sure they are all stored in the folder that contains your SCUMMVM.ELF!

If you are starting ScummVM from CD/DVD then it will look for ScummVM.ini
a ScummVM.ini on the media folder from where you started SCUMMVM.ELF.

Notes:

 - depending on the media you install Scummvm/PS2 onto, it might be
   picky about files cases, so I'd leave those *.IRX uppercase and
   scummmodern.zip lower ;0)

 - make sure you selected a save path before you start playing!

 - we added PS2IPS.IRX in case you wanted to test a debug build
   (use Makefile.gdb)


                          *** Configuration ***

There is now a [PlayStation2] section in ScummVM.ini which can be used
to make your wildest dreams come true ;-)

It accepts these entries:

tv_mode = [pal] [ntsc]
gfx_mode = [mode number] [*]
hdd_part = [partition name] [disable]
net_addr = [PS2 IP addr] [**]
usb_mass = [0] [disable]

[*] Currently supported gfx modes are:

 # 1 -> SDTV progressive (NTSC: 224p / PAL: 256p)
 # 2 -> SDTV interlaced  (NTSC: 448i / PAL: 512i) <- default
 # 3 -> EDTV progressive (NTSC: 480p / PAL: 576p)
 # 6 -> VESA (640x480@60)

If no tv_mode is specified it will be autodected based on PS2 model.

The non-interlaced (progressive) modes look much better and sharper.
You can check the difference starting COMI and choosing About from
the GMM (press "start" then choose "about"). You can easily see the
difference between progressive and interlaced in scrolling text.

You can use mode 6 (VGA 640x480) if you are connecting your PS2 to
a RGB monitor. Some TVs also supports this signal.

We also do some bad-ass things, like detecting the BIOS version and
setting the GS registers by hand, for console models where a mode
is not supported ;-)

If SCUMMVM.ELF hangs at start for you try disabling the adapter by
setting in ScummVM.ini

hdd_part = 0
net_addr = 0

You can now also choose the hdd partition used for ScummVM games
(default "+ScummVM") passing it as an argument to hdd_part:

hdd_part = MyPartition  (witout the "+")

If you have an adapter with hdd & net, but you don't use them you
can just set both to 0 to disable, and have a leaner and meaner
ScummVM booting much faster!

[**] TODO

                             *** Remote ***

You will need "PS2IP.IRX", "PS2SMAP.IRX" and "PS2HOST.IRX" drivers too
in the folder where you are starting SCUMMVM.ELF if you want to use
the remote capability.

The IP 192.168.1.20 (ps2link default) is hardcoded in the source as
"netArg" in irxboot.cpp, feel free to modify it to match your network
configuration.

In a future release you will be able to set in ScummVM.ini using

net_addr = xxx.yyy.zzz.www

If you are starting SCUMMVM.ELF over the net using ps2client then you
are already set. If you are starting it in any other way, then you
will have to "export" the folder where you are storing ScummVM games
and data by starting ps2client from inside that folder. Eg. from a
terminal:

> ./ps2client -h [your ps2 ip] listen

Do this -after- ScummVM is up and running otherwise it will fail to
establish a connection.


                           *** Gamepad ***

The mapping is:

Start Button         -   GMM
R1                   -   'y'
L1                   -   'n'
R2                   -   '.'
L2                   -   Numpad 0
Triangle             -   Escape
Square               -   Enter
Cross                -   Left mouse button
Circle               -   Right mouse button


                            *** Bugs ***

Though we made our best to make this release as bug free as possible
there are still a few bugs left:

 - file handling speed : (not really a bug, but a nuisance) : there
   is probably space for some more optimization in the current file
   management. The only case when it really bogs me it's when you
   try to select a saved game and there is some lag.

   Some game will start faster too when this is optimized.

 - feel free to add your bug, suggestion, secret wish to this list!

 - SCI games have smooth audio and intro, but moving the pointer
   and in-game animation speed might be a challenge.

 - it has been reported USB media greater than 8 GB might not work

Now enough reading, rush to your PlayStation2 and start playing!

Are you still reading?

Have a lot of fun,
  -Max Lingua