SDL port for the Sony Playstation 2 contributed by:
Credit to
To build SDL library for the PS2, make sure you have the latest PS2Dev status and run:
export PS2DEV=/usr/local/ps2dev # or wherever your ps2dev installation is
export PS2SDK=$PS2DEV/ps2sdk
export PATH=$PATH:$PS2DEV/bin:$PS2DEV/ee/bin:$PS2DEV/iop/bin:$PS2DEV/dvp/bin:$PS2SDK/bin
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/share/ps2dev.cmake
cmake --build build
cmake --install build
SDL_HINT_PS2_GS_WIDTH
: Width of the framebuffer. Defaults to 640.SDL_HINT_PS2_GS_HEIGHT
: Height of the framebuffer. Defaults to 448.SDL_HINT_PS2_GS_PROGRESSIVE
: Whether to use progressive, instead of interlaced. Defaults to 0.SDL_HINT_PS2_GS_MODE
: Regional standard of the signal. "NTSC" (60hz), "PAL" (50hz) or "" (the console's region, default).If you trying to debug a SDL app through 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:
.....
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 every time you enable or disable the SDL_PS2_SKIP_IOP_RESET
otherwise the change won't be reflected.