Developing for the Playstation 2? 213
Kentai asks: "Im thinking of building my final year CS project around developing a piece of software for the Playstation 2 and I am wondering what various pitfalls I should expect. Bringing our own software to the living room on nice hardware seems like a whole new computer medium that would be fun to exploit. Problems I am expecting so far include: issues like obtaining a compiler (pretty important), the whole Playstation 2 CDR issue and legal issues. What compilers can one use to develop PS2 software, and how much does each solution cost? Also, has anyone had any luck or placed any hope on a Java VM for this platform?"
what kind of CS class is this? (Score:1)
JavaVM come Christmas time? (Score:2)
Re:JavaVM come Christmas time? (Score:3, Interesting)
Just curious about the reasons for Java on the ps2, and the potential it holds...
Thanks,
Andrew
Re:JavaVM come Christmas time? (Score:1)
The question was (Score:1)
Re:JavaVM come Christmas time? (Score:1)
If you want to do something else, then ignore me.
Also for 3D games you need a good 3D package. See if your university has Maya (www.alias.com) and the PS2 export stuff (or bug your administration AW is very generous towards univeristies). 3d Max is cheaper if you have to buy it, but if you are not paying Maya is better.
Here's one that I thought was nice (Score:1)
Space Cowboy: http://external.eyeone.com/spacecowboy/ [eyeone.com]
And here's my crappy java game, Anirak [angelfire.com] that I have been developing with a 12-year old in order to teach him how to make games.
Re:Here's one that I thought was nice (Score:2)
You, good sir , are a schollar and a gentleman! That's how I learned to program. Sitting round a VIC-20 with my dad , while he showed me (or worked out with me!) how to make nuggety little games. Now that learning is earning me bucks and position. What an excellent thing to do. Good on you.
Re:Thanks for the compliment! (Score:2)
It's a tragedy, but probably the only kid friendly language I can think of is VB... And that'll only encourage bad habits... Kylix tho may be extremely usefull for kids, because it's visual and thus has that instant gratification thing, and actually has a real object model.
I'm sure theres a few bucks to be made in writing that kid's game programming book too!
Re:JavaVM come Christmas time? (Score:2)
It's proven to be one of the lowest-level Java APIs available.
When Sony releases the JDK for the PS2, expect to see some additional APIs which handle rendering. Remember, a java program is only as good as the APIs it calls. If Sony builds these well, you shouldn't even be able to tell.
Also on a side note, a child response to this message said he'd never seen any good Java games for the WinTel platform. Well, my response would be all of JellyVision's games (You don't know Jack, Who wants to be a millionaire) were written using Java and JNI (Java Native Interface). The graphics calls were done in C++, and I expect the same to happen for the PS2. Sony will probably use JNI to provide wrappers for the existing calls.
.anacron
Re:JavaVM come Christmas time? (Score:2)
You'll notice that the original question didn't mention games at all, yet everyone seems to be assuming the plan is to write a game, just because it's on the PS2. My guess is that the plan was to do something else interesting, and to have it available on a machine that's in the living room, not at work or in the study...
Just a JVM on the Linux Port (Score:1)
JVMs for linux have been around for some time--I think it's unlikely that a JVM will be developed for the Sony-proprietary operating system for the PS2.
JavaGaming (Score:4, Informative)
From own college experience (Score:5, Insightful)
I don't want to discourage you too much, but designing a game with graphics and everything is a huge task. Most people have no idea what they are getting themselves into when they do it, and it can pay dearly on the other classes you will be taking (I dunno about you, but the last year of college was the hardest classes, all requiring multiple programs to be done all year long). If you want to design a game, may I suggest something similar to a MUD or MOO? You can put more features into it, and people can have fun playing it. But getting a game working (with graphics) on a PS2 will require a ton of time, and a large team of people.
Re:From own college experience (Score:1)
Re:From own college experience (Score:1)
2
Re:From own college experience (Score:1)
Re:From own college experience (Score:1)
Re:From own college experience (Score:1)
Re:From own college experience (Score:2)
Re:From own college experience (Score:1)
Re:From own college experience (Score:1)
What would be a cool non-game piece of software to implement on a PS2? Some of the suggestions I have are: striped down photoshop style program, get a coupld of electrical engineers to make you a keyboard and make some simple office components. Now these are pretty tame and unoriginal ideas I expect better from the rest of slashdot.
DD
Re:From own college experience (Score:1)
The PS2 has 2 USB ports. Sure, it's more _fun_ to make your own keyboard interface... ;)
He's right. (Score:5, Insightful)
If you're going to do a game...
a) Write it on a PC - much easier to debug etc..
b) Use as much middleware as you can - if possible, use someone else's engine.
I wrote a game last year called Hunt for the Red Baron [smallrockets.com] in 9 months. I was the only progammer and I had an Artist and a part-time games designer working with me. We used Renderware and a load of our own libraries, and without them I'd never have had time to do it, and I'd already got several years of games programming experience behind me. Believe me, all that boring stuff to load in bitmaps, handle input, etc etc takes ages. Go for a existing engine if you can.
The other option is just to write an engine for your project and forget the game side of things, and just end up with a demo.
cheers,
Tim
Re:He's right. (Score:1)
Re:He's right. (Score:1)
They do do a few linux games, but they're all 2D.
Re:He's right. (Score:2)
Thanks for the link
Re:From own college experience (Score:3, Interesting)
Yep, designing an entire game is probably more effort then you want to put into a school project.
OTOH, ever thought about doing a game port? Nethack is GPL'ed, and while the text version would suck on a playstation (trust me, text on most TV is icky), there is a version with isometric tiles that looks pretty nice, and, due to being a deriviative of nethack, is under the GPL with the source code available. Just do a google search for "Eagle Eye Nethack" and you should find it.
Of course, I'm biased. I want a good game ported to another platform. Plus, since you save some time by porting an existing game, you have time to add more tiles to the game, which eagle eye nethack desperately needs.
Just my $.02
Re:From own college experience (Score:1)
Re:From own college experience (Score:1)
They were both birds.
Seriously though, sorry, at work and was eating. In a rush.
Re:From own college experience (Score:3, Insightful)
Listen to this man. I spent a few happy years hacking Netrek [netrek.org], but when I actually tried to do a Master's thesis on an AI 'bot for it, I found that I had time to write the software, or to do the thesis, but not both. And that was on a small, well defined subset of a very mature 2D game, with no display component to worry about!
Further to that, I didn't learn my lesson and spent a frantic couple of years as a commercial games developer. It was a vertical learning curve, and the pressure and expectations were immense. I just wasn't good enough, and got out. Since then, I have coasted through a couple of corporate code monkey, using no more than half of the potential that I was expected to show every day as a games developer.
So hear this clearly: writing games is hard. Anyone who tells you otherwise is a producer, an armchair expert, or a psycho uber geek. ;)
Re:From own college experience (Score:2)
OK, OK, the expectation curve is vertical. Incidentally, I know that a vertical line isn't a curve. I had a great debate with a mathematician over ballistics curves. While he looked up some references and worked through the equations, I wrote five lines of code that did a binary search to find an more-or-less correct trajectory, and demonstrated the efficiency of my method by blowing the crap out of his units while he was still drawing lines and boxes on bits of paper. That pretty much summarises the games world; you don't have time to learn how to do it, you just have to make it happen! That's a great reason why games don't make great learning projects. ;)
Re:From own college experience (Score:2, Interesting)
Shameless plug for my own game (Score:1)
The second game took a semester and was our final project. It was a much more ambitious project. Though there were four people on the team only two of us really did any work. It was a tank game set on campus. You could either play online against other people or against the computer. We found that we really didn't have the time to properly implement all the features that we wanted to include. If we had spent two semesters on it we could have really made it great. As it was it turned out to be a fun but flawed game. Maybe someday I'll get it out and port it to some other platforms.
Re:From own college experience (Score:1)
I wouldn't worry. (Score:5, Funny)
Don't worry, Pitfall hasn't been released for the PS2.
Re:I wouldn't worry. (Score:1)
...proving definitively that the Atari 2600 platform is superior to the PS2.
Re:I wouldn't worry. (Score:1)
Schnapple
Re:I wouldn't worry. (Score:1)
I had that game for about 24 hours. I love Activision, and after the sheer joy and nostalgia that was the Atari/Midway collection running on Digital Eclipse's emu, I expected more great retrogaming.
I grew up with an Atari 2600 and many bought or borrowed Activision carts. I thought I was going to really gorge on the 20+ games on that disc.
Whoever wrote the graphics system for that collection blew it bigtime. It looks like the end result of using a 640x480 LCD projector with an 800x600 display! The whole thing shimmers and any one-pixel vertical line that moves horizontally (bullets) will shimmer in and out.
Gah! Traded it in towards MGS anyway.
GTRacer
- Would buy version 2.0 if they fixed the gfx
How about developing for Playstation 1? (Score:1)
Re:How about developing for Playstation 1? (Score:2)
Anyone have some informative links to info for coding on the original PS?
I don't even know where to start (not this matters this will probably remain unfinished project #9877586) I'm assuming you'd need a mod chip to play burned discs...
Gran Turismo 3 is the first game..... (Score:1)
What are you talking about? How about justification for that statement, as I believe you are full of it.
Dreamcast (Score:1)
I don't know what the PS2 situation is like.
Re:Dreamcast (Score:1)
DCEmulation.com [dcemulation.com]
Plus, the Dreamcast can already boot from a CD-R, something the PS2 can't do natively. And they're $80 these days.
Also, Bleem [bleem.com] [bleem.com] has made the most of the independent DC scene. Randy (of Bleem) reverse engineered all his own tools and they finally released BleemDC for GT2, the first commercial software based emulator for one console based on another. They're about to unveil one for Metal Gear Solid that makes that game look even better than the PC port. If you hit the Bleem!Cast Forum [dcemulation.com] [dcemulation.com] and ask real nice, Rand will probably even answer questions for you (he's pretty cool like that).
As for porting non-emulators, a guy on the DCEmulation page going by crt0 ported Doom to the console, the first game to be ported to it (and the first "straight" port of Doom), so you might want to give him a shout on the boards.
Schnapple
RedHat did the original emulator, no? (Score:1)
cheers!
do your own damn project (Score:1, Funny)
Metrowerks has a PS2 compiler (Score:3, Informative)
bbh
Re:Metrowerks has a PS2 compiler (Score:1)
Food for Thought ^_^x
Re:Metrowerks has a PS2 compiler (Score:1)
Re:Metrowerks has a PS2 compiler (Score:2)
The following is a response to a query about the codewarrior kit:
Hi,
Thanks for your e-mail and for your interest in CodeWarrior for
PlayStation2. The first step in beginning to develop games for the
PlayStation2 is to become licensed by Sony. The use of our tools
requires that you have the hardware and software that Sony provides to
its licensed PS 2 developers. Have you already begun the licensing
process with Sony and if so what stage are you currently in?
Once the licensing process is complete you will be able to use our tools
to develop for the PlayStation2. Prices for the software range from
$4800-$7200 per seat.
If you have any additional questions please don't hesitate to contact me
directly. Look forward to hearing from you soon!
Regards,
Becky
So start saving your pennies, because the licensing from Sony is very expensive.
screwed (Score:2, Informative)
Python! (Score:4, Informative)
Ultima Online 2 (Score:2, Interesting)
As it has good bindings to C++ performance critical stuff can be moved outside of the scripts.
By the way, see http://www.asbahr.com/papers.html
for some info on python used in Ultima Online 2.
Re:Python! (Score:2)
If not, I do not know how rich the Python APIs for the PS2 are. You'd better check with one of the guys who have done it (links in parent)!
Re:Python! (Score:2, Interesting)
Next up: Python for the GameCube!
Jason
jason at asbahr dot com
Go for dreamcast, NOT ps2 for homebrew (Score:4, Informative)
There is an awesome library/miniOS called KOS which gives you hooks into everything, you compile with an SH4/ARM crosscompiled gcc, and it's easy to do once you're set up.
http://dcdev.allusion.net/
The PS2 homebrew crowd is JUST STARTING to get off the ground, but there's still problems of having to hack your ps2 with a soldering iron to get it to boot a cdr/etc, as well as very weak library support.
Homebrew console programming is very fun, but go for dreamcast, ESPECIALLY with how cheap dc's are right now.
There's even ways to get a serial cable hooked up, so you get debug info and can upload your program without burning a disc every revision.
Better support will not be found!
Seconded (Score:1)
Re:Go for dreamcast, NOT ps2 for homebrew (Score:2)
Good point. Also, how about the Gameboy Advance? Cheap hardware (free emulators easily available), decent developer resources [gbadev.org], plus it restricts you to realistic projects and obliges you to be disciplined during design and development.
The compiler is time limited evaluation ware with a hack, or you could beg poverty.
It's a fun platform that teaches valuable skills, and it's realistic. Go for it!
Re:Go for dreamcast, NOT ps2 for homebrew (Score:1)
-=nft=-
Java games API (Score:2, Interesting)
http://www.jcp.org/jsr/detail/134.jsp
JDK1.4 allows double buffering and full screen control, so start with that as a base (it's in beta at the moment)
If you do decide to use Java, go for something simple that is 2D based and tries to engage the mind rather than blister the fingers.
Good luck!
Wow (Score:1)
Could you make it into a porting project? (Score:1)
That said, how about considering porting a gaming toolset/harness/framework to the PS2 as a sort of bootstrap for games to be easily developed for the PS2? What comes to mind for me is SDL and one or more of the toolkits surrounding SDL (especially PyGame!). That way, you'll be able to actually contribute something to the community, and you'll get working PS2 games (hopefully) in the bargain.
On the other hand, you could just obtain the stock PS2 development kit (whatever it is) and concentrate on just making a game using the tools they recommend. Given the lack of PS2 titles though, that must be more difficult than it sounds.
Compiler for Playstation2 (Score:1)
Link to the compiler (Score:2)
It is very expensive, but it is nice to use a compiler that works the same for multiple platforms such as Linux, Windows or the Palm OS. As for cost, you need to contact games@metrowerks.com for a pricing/packaging matrix.
Re:Link to the compiler (Score:1)
So the question is, will becoming a licensed PS2 developer cost more than the compiler?
Re:Link to the compiler (Score:1)
Re:Link to the compiler (Score:2)
Of course, there's always gcc. Sony supply gcc-2.95.2 with their PS2 Linux kit available in Japan. Assuming the necessary changes aren't already in gcc-3.0, you can request them from Sony. However, just having a working compiler won't get you very far. You need datasheets for programming the custom hardware, and preferably prewritten libraries that do most of the hard work for you. A genuine PS2 development kit comes with these, but it also comes with a hefty 5 figure price tag. The bottom line is, if you're looking to do anything on a PS2 that does something graphical, you're probably out of luck. Unless you can get your hands on a PS2 Linux kit, of course, which comes with a "PS2 Special Graphics Library", which as I understand things, is an OpenGL (or Mesa) implementation for the PS2 gfx hardware.
PS2 Coding (Score:3, Insightful)
It's a very, very, very difficult beast to code without using middleware, and that's expensive stuff.
Why bother? (Score:1)
It seems to me that writing software (be it a game of a 'conventional' app) with the only twist being that it's on a PS2 is a bit of a waste when you should be showing real talent and original thinking.
Oh, and as has been said before, if you're planning to write a graphical game, DON'T. They're bloody hard.
Re:Why bother? (Score:1)
Elgon - Any compiler will have n passes, where n tends towards the number of coders on the project.
Mod PArent Up! (Score:1)
Are you going to school to get a masters/PhD and be a Mr/Mrs Know-it-all on computer science? Or are you just some guy who likes computers and stuff and wants to get a job writing code?
Despite my dogged studies of semiconductor engineering, I found it easier to get a job writing code becuase I happened to have an on campus job integrating Adobe Acrobat forms with an Oracle DB using Perl.
Was any of it a waste? No. But in todays job market (unless you have a 4.0 GPA) people won't hire without experience. And especially in the US, college is really just the step everybody takes before getting a job.
However, there could be a very good reason for writing games for a class. If his team evolves a Software Engineering Process (using various techniques like modifying PSP) while writing a game, that satisfies BOTH the educational aspect and the "I have job skills" aspect. We did that on our software engineering class. It's a good way to stay motivated about a project (and our networked Uno game kicked ass!)
Playstation developement (slightly OT) (Score:1)
The other problem with the boxes is that no one here knows how to program for them. We're an ART school, and our game design courses are more focussed on the artistic side of game developement, not the technical side. SCAD turns out GD theorists, level designers (we're the only art school in the country that offers a Master of Architecture), texture artists, modelers and animators (some students have gone on to work for Digital Anvil, Square, etc).
We've got something of a predicament here; we have a GREAT art department, but sadly we have no programmers here, and so the potential of those 30 boxes are more or less wasted.
This post is something of a followup to the topic: What should artists in a position like ours be doing? The potential for some beautiful stuff is there; any recommendations on a way to learn basic PSX programming to utilise that potential? Remember, you're speaking to an artist here; I know nothing of programming beyond very basic VB stuff =)
This post will probably never see +2, but any responses are appreciated.
~Aaron.
aabdel20@NOSPAM.student.scad.edu
Re:Playstation developement (slightly OT) (Score:1)
Re:Playstation developement (slightly OT) (Score:2)
I've never programmed the PSX itself, but I would venture to guess that you would probably be better off working on a PC. Probably easier to program and allows for a lot more flexibilty. Even so, writing games at all is a major effort.
Using SDL (Score:2)
I was discussing this very issue with my supervisor yesterday. I work in a VR lab and we are looking at training tools that run on a PS2, and XBox or a DreamCast or whatever.
The conclusion we reached is that the way to go is to design the project with this in mind but work on PCs and build something going on the PC platform first. The large cost of a console development seat makes doing it for a student project seem a bit unwise. However if you used the SDL you could move it later.
Suggestions for game dev in CS class (Score:1)
1) Check out dreamcast development. It is geared much more towards hobbyists, etc. (At least thats what Ive been told).
2) Dont do any coding. Thats monkey work.
3) Use the SDL. Check out http://www.libsdl.org/. Far simpler to get up and running, free, and really decent quality. Make a pac man clone or something SIMPLER. Remember the project will be more about learning the SDL then writing the game. These things take more time then you can imagine, and with a full course load... I have made the mistake of trying to do an original, complex game... and its NOT pretty what happens to you.
4) Good luck!
A PS2 developer speaks (Score:5, Informative)
The main thing to expect from the PS2 is that you have minimal to no library support. If you want to get polygons or bitmaps on the screen, you have to manage video memory yourself, you have to talk to the graphics hardware directly, and so on. If you want to really get performance, then you have to write custom assembly code for the vector processors.
The bottom lines are: (A) the learning curve is very steep; and (B) expect to do very embedded-systems type of work, and not be able to rely on fancy C++, Java, or the like.
Re:A(nother) PS2 developer speaks (Score:2, Informative)
The development system costs $10,000 and requires signing an NDA. Also, SCEA generally want to see a business plan or some indication that you're going to release product.
It's very complex hardware to work with in any significant way. Very powerful, but when you have 6 functional units (EE, VU0, VU1, GS, IOP and SPU) all operating in parallel and synchronised (generally) by DMA commands, it's going to be tough to program. At least C++ and STL do work pretty well, there are plenty of companies relying on them for their games. Be thankful for small mercies
In all honesty I would not recommend you look to straight PS2 development for your project. I have some alternate recommendations:
PS2 Linux kit - may not be released in the USA, or not in time for your needs. Runs on the consumer PS2 (with the HDD addon) and has more library support.
Gameboy Advance - has some of the PS2 issues, namely expensive development hardware and NDAs, but much easier for a single programmer to produce something credible on with.
XBox - you can do most of your work on a regular PC under DX8. Easiest programming environment of the 3. But if you do this, maybe you would be better just on a PC with a GeForce 3?
Re:Dreamcast Dev (Score:2)
now have two keyboard/mouse adaptors and a serial cable ordered and on their way, and the rereqs for the linux CD are downloading now
Is this about game development? (Score:3, Insightful)
Just a thought...
After all, isn't it just bits in the end?
Re:Is this about game development? (Score:1)
SDL can be used (Score:2, Informative)
I have no idea how well the support is... or the speed... but it works well enough that there is a port of Maelstrom [devolution.com] for it. I have heard that you may also be able to use the SDL OpenGL wrappers to make 3D PS2 apps.
If you are using the PS2 Linux dev kit, you can use the GCC (I think) as well as autoconf|automake.
The real problem (Score:1)
Games are hard to design and program (at least good ones are). They generally require tapping into the graphics and sound for your machine, they must respond in real time, there are tons of artwork to generate and in the end they have to be engaging and fun. The advantage of course is that they are fun.
Too much time (Score:1)
You probably can't pull this off (Score:1)
An alternate route would be to track down a Yaroze PS1. Sony released a special $750 PS1 package a few years back that included a simple development kit, a special PS1, and an RS-232 link for uploading the information. The catch was that the Yaroze system couldn't create CDs... any game you wrote had to fit in the 2MB of main memory.
Someone else has mentioned Dreamcast... this would probably be the best way to approach the situation. There are several websites that will show you how to burn a CD that will boot on the Dreamcast and run using Windows CE. The catch with this "hack" is that I don't think it can call the 3D hardware.
Of course, Linux has been ported to PS2 and Dreamcast, so you could write a linux game for either of those consoles. The cost is minimal (Dreamcast's linux is burned to a CD-R, and PS2's linux is bundled with a NIC and Hard Drive for $160 or so in Japan).
That's how I see your options, assuming you really want to make a console game.
Why use Java VM? (Score:1)
Also, GCC would allow you to easily write classes in C++ which can be used by Java to access the internals of the PS2. Java by itself prevents this sort of low level access.
Try PlayStation 1 (Score:3, Interesting)
Alternatively you can try YaBasic, Sony's "replacement" for Yaroze, which should come on the CD with your PS2. You can save YaBasic programs to memory card (so, small apps), and they will be slower (interpreted). YaBasic is a little simplistic - you will struggle to create anything impressive without extra tools (and a USB keyboard is essential). Like most people, I glanced at it once, then got onto playing DVDs and games, but I am sure others could support you here. PS2 magazine in the UK are currently running a series of YaBasic tutorials that can get you started though. I'll try and dig out some URLs for you.
With the emerging HD/modem for PS2, I believe Sony are releasing a Web Browser CD - which hopefully means a Java Virtual machine. You could investigate this option as it also opens up the wider Internet PC/Digital TV alternatives.
The next thing up is to get a PS2 professional developers' kit which you could only justify if you were seriously thinking of making a business out of this project, and could get financial support to see it through. It is a nice idea, so I wish you luck.
Re:Try PlayStation 1 (Score:2)
yabasic was created to dodge import duties (Score:2)
I think that was a Europe-only deal. I vaguely remember a story about it.
This story [slashdot.org] covered the inclusion of yabasic on the European PS2 demo disc to get it qualified as a "computer" because importers of "computers" don't have to pay as much tax as importers of "game consoles." However, if Sony tried this in the United States, it would lose the rental market to 17 USC 109(b)(1) [cornell.edu], which states that computer software (other than game console software) can't be rented without excessive paperwork between the rental store and the copyright owners.
My Take (Score:1)
Re:My Take (Score:2)
And there would be lots of crappy software and no way for Sony to control it and thus get revenue out of it. Two things Sony doesn't want.
Bad software makes a platform look bad. This is accepted in the game industry as one of the big reasons the Atari2600 died.
Then you need to understand the revenue model of platofrm development. Somy sells PS2s at a loss. (All platform makers do.) They make their money off of their lciense fees from game developers. This requires a complete control of the platform in order to insure proper licensing.
Sony will release the Linux in the US but don't kid yourself-- you wont be writing real PS2 games with it.
Give me a break! (Score:1)
Here's your break. (Score:2)
Try catching up from 1995.
http://java.sun.com/j2me
GameBoy Advance (Score:1, Interesting)
Try Blender (Score:1)
what about MAME? (Score:1)
Consider the Nokia Media Terminal (Score:1)
According to their FAQ [ostdev.net] you can use Java.
1.3. Do I have to write my OST application in C++?
No. You can write applications in any language that has an interpreter or that is supported by the application environments. This currently includes C, C++, Java, JavaScript and MHP. If you want to use something else and it doesn't have C/C++ bindings, you will have to implement that first, though.
Develop for the Atari 2600 instead (Score:1)
Realities of PS2 development (Score:2)
(1) Native PS2 is a closed platform. In order to get the PS2 SDKs you need to convicne Sony yo uare a real developerm, sign serious NDAs and fork out $30,000 for a development system. I doubt this is within your reach.
(2) One true thing posted here is that ANY game paltform is (at most) a bit above bare-metal programming. If you've never done this, trust me, you don't want to start in your senior's project.
(3) Sony has a Linux for the PS2 out in Japan. It may ge treleased ehgre in the US. That is an open platform BUT you MUST have the hard drive add on to use it. It will not work on a stock PS2.
Secondly, at that point all you really have is an alternate Linux PC? You might as well do your Linux development on a PC and be done with it.
(4) Sony and Sun have announced that they will be releasing a Java for the PS2. No other info on that p[roject is yet available. Thre is no gaurantee (or even likelyhood) that sucha Java will be free or open. It is more likely that it will be made part of the Sony developer SDKs.
Almost forgot to add... (Score:2)
Again its all about control of the paltform because thats where the revenue is.