1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
|
# PSn00bSDK
PSn00bSDK is a 100% free and open source SDK project for the original Sony
PlayStation for developing homebrew applications and games for the console
100% freely. This SDK can be used for freeware, commercial, and open source
homebrew projects.
The SDK is composed mainly of libraries (libpsn00b) and some utilities that
provide a basic framework for developing software for the PlayStation
hardware, the compiler is separate (GCC) and should be acquired from GNU.
The library API is intentionally written to resemble the library API of the
official libraries as closely as possible. This design decision is not only
for familiarity reasons to experienced programmers, but also so that existing
sample code and tutorials would still apply to this SDK, as well as making
the process of porting over existing homebrew originally made with official
SDKs easier with minimal modification, provided it doesn't use libgs.
PSn00bSDK is currently a work in progress and cannot really be considered
production ready, but what is currently implemented should be enough to
produce some interesting homebrew with the SDK, especially with its extensive
support for the GPU and GTE hardware. There's no reason not to fully support
hardware features of a target platform when said hardware features have been
fully documented for years (nocash's PSX specs document in this case).
Most of libpsn00b is written mostly in MIPS assembly, moreso functions that
interface with the hardware. Many of the standard C functions are implemented
in custom MIPS assembly instead of equivalents found in the BIOS ROM, for both
stability (the BIOS libc implementation of the PlayStation is actually buggy)
and performance reasons.
## Notable features
As of January 5, 2021
* Extensive GPU support with polygon, line and sprite primitives, high-speed
DMA transfers for VRAM data and ordering tables. All video modes for both
NTSC and PAL standards also supported with fully adjustable display area
and automatic video standard detection based on last GPU mode. No BIOS
ROM checks used.
* Extensive GTE support with rotate, translate, perspective correction and
lighting fully supported via C and assembly GTE macros, with high speed
matrix and vector functions. All calculations performed in fixed point
integer math.
* Flexible interrupt service routine with easy to use callback mechanism for
simplified handling and hooking of hardware and DMA interrupts, no crude
event handler hooks or kernel hacks providing great compatibility with
HLE BIOS implementations. Should work without issue in loader/menu type
programs.
* Complete Serial I/O support with SIOCONS driver for tty stdin/stdout
console access. Hardware handshake for flow control also supported.
* BIOS controller functions for polling controller input work as intended
thanks to proper handling of hardware interrupts. No crude manual polling
of controllers in a main loop. BIOS memory card functions may also work,
but not yet tested extensively.
* Full CD-ROM support with data read, CD audio and XA audio playback support.
Features built-in ISO9660 file system parser for locating files and
supports directories containing more than 30 files (classic ISO9660 only,
no Rock Ridge or Joliet extensions). Also supports reading new disc
sessions in a multi-session disc.
* Uses Sony SDK library syntax for familiarity to experienced programmers
and to make porting existing homebrew projects to PSn00bSDK easier.
* Works on real hardware and most popular emulators.
## Obtaining PSn00bSDK
Because PSn00bSDK is updated semi-regularly due to this project being in
a work-in-progress state, it is better to obtain this SDK from source and
building it yourself in the long run. Pre-compiled packages for Debian and
Msys2 are being planned however.
A precompiled copy of the GCC 7.4.0 toolchain for Windows is available
in the PSn00bSDK page of Lameguy64's website
( http://lameguy64.net/?page=psn00bsdk ). This should make building PSn00bSDK
under Windows a bit easier, as the GCC toolchain is quite difficult to
compile correctly under Windows than it is on Linux and BSDs.
## Building the SDK
You may set one of the following variables either with set/export or on the
make command line, to specify various parameters in building PSn00bSDK and
projects made with it as you see fit.
* ``GCC_VERSION`` specifies the GCC version number. This is only required for
building the libc library. If not defined, the default value of `7.4.0` is
used.
* ``PSN00BSDK_TC`` specifies the base directory of the GCC toolchain to
build PSn00bSDK with, otherwise the makefile assumes you have the path to
the toolchain binaries in one of your PATH directories.
* ``PSN00BSDK_LIBS`` specifies the target directory you wish to install
the compiled libpsn00b libraries to. If not defined, compiled
libraries are consolidated to the libpsn00b directory.
### Windows:
1. Download the following:
* MSys2 (32-bit or 64-bit version whichever you prefer)
* GCC 7.4.0 for mipsel-unknown-elf (download from Lameguy64's website at
http://lameguy64.net?page=psn00bsdk )
2. Install MSys2, update packages (with pacman -Syu) then install the
following packages:
* git
* make
* mingw-w64-i686-gcc (32-bit) or mingw-w64-x86_64-gcc (64-bit)
You will need to close and reopen MSys2 for the PATH environment to
update for MinGW.
* mingw-w64-i686-tinyxml2 (32-bit) or mingw-w64-x86_64-tinyxml2 (64-bit)
3. Extract GCC 7.4.0 for mipsel-unknown-elf to the root of your C drive.
4. Edit `mipsel-unknown-elf/mipsel-unknown-elf/lib/ldscripts/elf32elmip.x`
and update the .text definitions as explained in toolchain.txt.
5. Add `export PATH=$PATH:/c/mipsel-unknown-elf/bin` to your `.bash_profile`
file in MSys2. Test if mipsel-unknown-elf-gcc can be called from any
directory in the terminal.
6. Clone from PSn00bSDK source with
`git clone https://github.com/lameguy64/psn00bsdk`
Clone it in the root of your C drive or in any location you choose.
7. Enter tools directory in PSn00bSDK and run `make` to build all tools.
Then, run `make install` to consolidate all tools to a single bin
directory. Add this directory to your PATH variable by adding
`export=$PATH:<path to SDK>/tools/bin` in your .bash_profile file. You'll
need to reload the MSys2 shell after making the changes.
8. Enter libpsn00b directory and run `make` to build all libpsn00b libraries,
then `make install` to consolidate the libraries to the parent directory
or the directory specified by ``PSN00BSDK_LIBS``.
6. Compile the example programs to test if the SDK is set up correctly.
Update directory paths in `sdk-common.mk` when necessary.
If you prefer to do things in the Command Prompt, you can add the paths
c:\msys64\usr\bin, c:\msys64\mingw64\bin (mingw32 for 32-bit),
c:\mipsel-unknown-elf\bin and c:\psn00bsdk\tools\bin (paths may vary
depending on where you've installed/extracted them) to your system's
PATH environment variable. This way, you can invoke make and compile
programs with PSn00bSDK within the Command Prompt.
### Linux and Unix-likes:
1. Install gcc, make, texinfo, git and development packages of mpfr, mpc,
gmp, isl and tinyxml2 libraries for your distro.
2. Build and install the GNU GCC toolchain targeting mipsel-unknown-elf
(see toolchain.txt for details). Export a variable named `PSN00BSDK_TC`
containing a path to the installed toolchain's base directory. Also
export a `GCC_VERSION` variable if you're using a version of GCC other
than 7.4.0.
3. Clone from PSn00bSDK source with
`git clone https://github.com/lameguy64/psn00bsdk`
4. Enter tools directory and run `make`, then `make install` to consolidate
the tools to a bin directory. Add this directory to your PATH variable and
make sure `elf2x` and `lzpack` (required for n00bDEMO) is accessible from
any directory.
5. Enter the libpsn00b directory and run `make`. Then, run `make install` to
consolidate the libraries to the libpsn00b parent directory or the
directory specified by ``PSN00BSDK_LIBS``.
6. Compile example programs to test if the SDK is set up correctly.
## Examples
There are a few examples and complete source code of n00bdemo included in
the examples directory. More example programs may be added in the future
and contributed example programs are welcome.
## To-do List
* psxspu: Plenty of work to be done. Hardware timer driven sound/music
system may need to be implemented (an equivalent to the Ss* series of
functions in libspu basically).
* Support for MDEC.
## Usage terms
PSn00bSDK falls under the terms and conditions of the Mozilla Public
License. A quick summary of this license is that PSn00bSDK can be used
freely in both free and open source projects and commercial closed source
projects as projects using PSn00bSDK does not necessarily have to follow
the MPL as well.
If modifications to the SDK were made as part of the development of such
projects that enhance its functionality, such changes must be contributed
back in return.
Homebrew made with PSn00bSDK may not be released under 'annoyingmous'. Although
there's nothing that would enforce it, this term may as well be ignored despite
it annoying this SDK's author.
## Credits
Main developer:
* Lameguy64
Honorable mentions:
* ijacquez (for the helpful suggestions for getting C++ working)
Helpful contributors can be found in the changelog.
References used:
* nocash's PlayStation specs document (http://problemkaputt.de/psx-spx.htm)
* Tails92's PSXSDK project.
|