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Games Entertainment

Cygnus, The PlayStation2 and Linux 54

An anonymous reader linked us to a forbes article about the linux/playstation devel stuff that has been mentioned here like 9 times before. We've got some official word from DJ Delorie @Cygnus who confirms this stuff- Update: 03/26 09:38 by CT : I've got a full blurb from DJ attached below: Worth reading.
DJ Delorie writes "There's been a lot of rumors about Sony and Linux lately, but on Monday Cygnus will add fact to rumors by announcing that they've developed the next generation Playstation development tools that Sony will be distributing to game developers. Here's the basics: it includes gcc and gdb, runs on Linux, includes a GPL'd NG Playstation simulator, and will be available as part of the NG Playstation developer's kit.

The compiler targets Toshiba's new 128-bit CPU, and includes extensions to program the custom graphics chips in the next generation Playstation.

The simulator simulates most of the NG Playstation console, but you can't quite use it to play games on it - its CPU outperforms even a Pentium III. However, the simulator lets game designers debug things that would be impossible with hardware, and since it's GPL'd, they can modify it as needed to help them debug.

The tools will be available through Sony's usual developer channels as part of their hardware development systems, and yes, they'll be GPL (the compiler and simulator, at least) for those people who buy them. Cygnus will sell support contracts to game developers.

Eventually, of course, the changes to gcc, gdb, and other FSF programs will get rolled into the public releases.

You will be able to read the press releases on Monday.

Let the games begin! "

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Cygnus, The PlayStation2 and Linux

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  • well if they are gonna release the tools, wouldn't that mean that joe programmer will have the ability to code his own psx2 games or tools? imagine the possibilities.. how cool. xbill for psx2 :)

    "Prozac, because it works!"
  • by PHroD ( 1018 )
    praise the maize! with these tools and you could get a hurd of PSX2 game dev groups...that would be sweet :) as long as the games were cool anyway...i dont need 10,000 versions of Tetris even if it IS in 128-bit emotion-chip glory
  • by Erich ( 151 )
    Ok, now is the emulator going to be released with the dev utils?
  • Doubtless, Sony will claim to own all code written by 3rd party developers for the PSX2 as well.

    I can't wait until I can get my hands on the Emotion Engine version of Virtual Stoop Tag 2000!

    -The Cheese
  • remember that it says "through regular dev channels" that means you have to be a developer--which in cases like this usually means you have to be registered, sign licensing agreements, etc.--and even then they sometimes make you pay for the utilities! there is very little chance that just anyone can get there hands on this stuff. It probably isn't even that big of a deal to release it on linux. what do you think they did it on before? the most likely choices:dos/windows or some form of SGI workstation right? they are just cashing in on Linux's current hype
  • I really, really doubt it. Even with all the tools, you wouldn't have the proprietary libraries. Or, for that matter, any way of getting your code into the game machine...

    Remember, development system for the original Playstation (at least the one by Psygnosis / SN Systems) uses GCC, too. That doesn't mean that everyone with a Linux box can hack it.
  • Getting those development tools isn't easy. For the current PSX, not only do you have to sign licensing agreements, but you need to spend several thousand dollars on the toolkit and a special developer's PSX unit. I've read reports that the cost for a PSX2 devel setup is supposed to be comparable. While it is certainly easier for a current Linux developer to make stuff for PSX, it's not going to be that easy. Sony has a seriously vested interest in keeping their system proprietary.
  • This PSX2 thingie is said to be pretty fast at 3d calculations. Perhaps one could buy one and use as calculator for stuff that a normal PC can't handle at the same performance/price rate =)
  • by Anonymous Coward
    Why doesn't Sony want to give out their development kit for free and let everybody develop stuff for their PSX2? This way they would sell alot more machines and have a much much bigger market share. No? What am I missing? Why would
    not want everybody jumping on their bandwagon?
  • Was anyone else struck a bit oddly by the article calling Cygnus "a start-up company" that was "founded in 1989?"

    Doesn't that designation have some sort of expiration date?
  • The simulator and tools alone aren't enough to create games for the NGPS. You will also need additional non-GPL stuff from SCEI. However, the compiler and simulator will be GPL, which is good for game developers (imagine the debugging possibilities when you can put debug code in the simulator!)
  • I priced a PSX development system at US$750. Of course, I already have a PC...
  • by The Mayor ( 6048 ) on Friday March 26, 1999 @02:37PM (#1961248)
    Sony does not make money on selling the playstation. In fact, they lose money. They make money by collecting a fee for each game sold for their platform. The fee is not insignificant, either (I believe it's on the order of $10 per copy per game). This is how they can build a machine that has the graphics performance of a $50,000 SGI, yet sell it for $200.

    If Sony were to release their tools, people would probably start releasing games outside this setup. They have absolutely no vested interest in giving their development kit away for free, as their development kit allows them to retain control over their developers.

    That said, however, I could see a day when they allow their developer to sell programs for a PC Playstation (a linux box with a nice video card). Porting ought to be pretty easy. As long as they retain their $10 fee, they won't care. In fact, seeing as though they won't have to eat the costs of building, distributing, and selling the Playstation itself, I think Sony might even prefer this setup. Time will tell...
  • The simulator is part of of gdb, so it must be GPL. In fact, the GPL on the sim is very important to developers - if they have a thorny debug problem, they can always edit the simulator to trigger a breakpoint under bizarre conditions. Try doing that with a proprietary simulator!
  • When did that happen (or did he help found Cygnus?)
    How does Delorie.COM factor into Cygnus then (still a separate entity?).

  • by Anonymous Coward
    Here's the unfortunate truth about some of the theories floating around:

    1.) Just because you get the compiler, and maybe even the simulator, doesn't mean you will be able to write PSX2 games. You often need things like, say, libraries and docs on the instruction set! You could probably get the basic instruction set from the compiler code, but you still need things like addresses of certain hardware features.

    I was at GDC and saw first hand the demos of PSX2. The Sony VP explicitly stated that programming for the multiple vector units had to be done in assembly to get any type of efficiency. Try doing that without documentation...

    2.) Even if you could run regular PSX2 games on the simulator, do you have ANY clue as to how slow they would go? The PSX2 can sustain 50+ million poly/sec because of its 3 vector floating point units. A PC with sufficient hardware acceleration won't be able to match that until at least late 2000. Not to mention the GLORIUS hardware acceleration support there is for Linux... I would imagine that the current simulator chunks out less than 1 fps on their demos, very playable...

    3.) Sony will NEVER release an PSX2 emulator for the PC. Even thought they only make money on software sales, and despite the fact that a PC won't be able to handle PSX2 games for at least a couple years, there are other issues. If an emulator is sold, there is less demand for the hardware. Less demand for the hardware leads to less demand for software written for it, even if it can be run on PC's. Developer's will just write everything for PC's, and Sony loses money. Just ask yourself why Sony is suing Connectix for their PSX1 emulator.

    Sorry to smash the fantasy...

    Dan
    danjohnston@mindspring.com
  • Greetings,

    DJ!

    So the sim is GPL'ed as well...? Sweet! The next question is whether it's going to be available seperately or not...?

    Basically, is all of this something that falls into the (reasonable) GPL situation of 'if you license it, you get the source, if you don't, it's not available, unless you can get it from someone else who has licensed it'?

    I don't know if Sony sees it this way or not, but I can definitely picture this being a GREAT way for people who want game industry jobs to learn the innards of the engine before applying for work at game companies, for example. This would accelerate the normal 'hardware internals' advances amazingly.

    (What I mean by that is that the normal game-generations start with 'standard libraries, standard coding', and accelerate with better libraries, more asm-oriented programming, then better and better understanding of how to use the hardware to the absolute maximum... If you start out with a simulator whose source is 100% available, and 100% accurate, then your ability to understand the hardware enough to max it is jumpstarted really really strongly! This means Good Things(tm)!)

    Anyhow, the jist is that I'd like to know if this stuff is going to be available to non-Sony developers at all, especially prior to the actual US launch...?

    Cyberfox!
  • If I'm not mistaken, the GPL will allow anyone who buys the PSX development tools to then freely distribute them... so I don't really see how they can sanely charge for them.

    Personally, I'm amazed and very pleased at the route this kind of thing is taking. Companies are clearly starting to realize that releasing the development tools to your product in an open manner merely increases the popularity of the platform, and consequently their income.

    How come it took so long?
  • I may be mistaken, but I think a PSX simulator is quite different than a PSX emulator; the emulator would allow you to play the games, and that's about it... the simulator may or may not have the graphical output and rendering features, but instead focus on debug, interactivity, optimization, etc.

    The simulator will be a development tool, and may even have graphics, but there's no guarantee for that, and there is also no guarantee that even if graphics are output, that they will be in a playable framerate.

    Plus the fact that it doesn't mean the simulator can actually play a PSX2 game; it just simulates the PSX2 hardware enough so that code will act and react properly... May be a good start for crafting a PSX2 emulator, but in no way itself necessarily enough to play a game

    AS
  • Greetings,
    Well, there are actually a lot of reasons...

    One is that they do make licensing money off of each copy of software PRODUCED (*NOT* sold. If you want to make 10,000 copies of a game, you need to pay them $100,000 (for example) to make them. If you only sell 1,000 of them at $30 per, you eat the $70,000 loss.

    In the mean time, they sell the machine itself at substantially under hardware cost, and make it up in games. Thus, the BIG number to the console manufacturers is: # of sw titles licensed/unit. What this means in short is that if they've sold 1M PSX2's, and licensed 5M titles*copies at $10 each, that they have a $50 'buffer' over the hardware price that means that they can sell it at $50 undercost and break even. That's *NOT* including in-house developed games, of course. (It's also not including cost of media, which eats into that because they must press on custom media in order to manage piracy prevention mechanics, but it's a reasonable overview.)

    Given that, not everyone will EVER be able to ship a PSX2 title, and the same is true for almost any console with any power. It'll be undercosted from the HW side, and they'll tack title and copycount licensing costs onto the SW side where the money (and volume!) is.

    ALSO, there's the REAL problem that not everybody is going to make a good game. In fact, a lot of people are going to make really BAD games. (Fantastic Four, for example.) If you let just anyone publish for your platform, you end up with a disturbing load of bad games. If you make a minimum bar that you have to get past (including content restrictions!) you improve your overall average at the cost of losing the occasional brilliant piece of work that didn't have enough support.

    There are also content restrictions, as I mentioned above. Basically, this means that you have to convince Sony that your game is good enough for them to let you sell it on their platform. (Nintendo has MUCH more stringent content restrictions because of the demographic of their product line.) These content restrictions get less and less as the platform ages. Partially because they REALLY REALLY want the initial games to be incredible Best Of Breed games, and partially because fewer top-quality manufacturers want to develop for it as the performance curve catches up to it.

    All this combines to make the console manufacturers want to restrict who can ACTUALLY produce games for their platform. However, having the simulator available in GPL'ed form means some major things if it's publicly available. The most interesting of which is that it accelerates the generational advances in games. I comment on that elsewhere in these comments, but the basic idea is that it lets people grok the HW faster than they would if they could only work with a proprietary simulator or even just the chipset itself.

    So, in summary, don't expect to be able to develop games on the GPL'ed simulator, but you CAN expect to learn a LOT about the hardware from it, and maybe just enough to be able to convince a game company to let you work with them on a game for the PSX2!

    Cyberfox!
  • Sony is sueing Connectix over the VGS?
    I know they've tried to stop Connectix from further development and release of their product via injunction, which has been overturned twice(once for Mac, once of PC).

    I totally agree that a simulator and emulator does not make. With very good hardware and a graphics accelerator, I can see perhaps 5 fps, if at all, maybe higher if someone tries to HLE route that was done with the N64 and eschew all the low level emulation. But a simulator is useful for debugging and code testing more than game testing...

    What Sony could and should do is a combo DVD-drive and graphics accelerator kit to play PSX2 games on a PC, as well as DVD movies. Or make it a integral part of their own line of PCs to differentiate them against other brands. I could see myself purchasing one of these =)

    AS
  • This is somewhat off-topic, so I'll keep it short. I joined Cygnus last July (Cygnus is 10 years old). I work on Cygwin and other NT-hosted projects. delorie.com has nothing to do with Cygnus, and DJGPP development will not be affected. I offered to do the /. post because I've been around this scene for a while and have a pretty good idea about what stuff you folks like ;-)
  • Correct: the tools and sim are GPL, but the only way to obtain them is to purchase the full kit from Sony. Once you buy it, you can distribute the GPL parts, but I doubt that will happen, nor that it will be useful. Using a sim to learn a platform is like using a list of DNA sequences to learn psychology.

    The real power of the GPL in this case is not the distribution terms, but having the source, which gives the licensed developers a much wider range of debugging and optimizing options (which means cooler games, faster to market :)

  • Metrowerks will provide packages for NG Playstation development on windows machines. Its still cool that linux is also supported. I checked out the cygnus IDE, its VERY nice!!

    -B
  • 2 years ago Sony wouldn't let anyone without at least 1 million dollars (publicly stated) into PSX development. Then they changed their tune a little bit and but out the "hobby" version, in order to try to capture some of the brain power of up and comers without any money. These systems cost $300 and anyone can buy one. I've never heard of anyone who used this who published a game, but I sure a few jobs were had. Actual PSX dev systems from PSYQ cost ~$5000 for a system with a CDROM emulator... not entirely unaffordable, but still PC dev is a lot cheaper considering you still need a PC to work with the dev system..

    Anyway PSYQ is now using standard SCSI parts so their system could be cheap, but the price hasn't really dropped. If I had to make a PS game today I would just emulate it on a PC and do most of my owrk there. Not possible when it first came out, but not very difficult today.

    Jonathan
  • by Anonymous Coward
    Just because it uses GCC and a GPL emulator, doesn't mean that anyone can easily write games for the machine. First, the libraries are going to be proprietary, so you have to understand the whole system and write your own. Thanks to the emulator this won't be as bad as it has been in the past.

    Then you have to get past the copy protection system (which convieniently also blocks out foreign games and homemade ones), which might not be legal (on the gameboy the copy protection involves the gameboy logo being stored at a certain place on the rom. If you haven't licensed usage of the logo, then your games won't run on a real gameboy). An alternate way around this problem is to write games that will only play on chipped playstations. However, there is no guarantee that chipping will be possible on the PSX2.

    After you get through the first two challenges, the worst one awaits. You have to survive the lawsuits that will come at you from Sony. Even if you are in the right, what are the chances that you will be able to afford the legal fees.

    To my knowledge, only one company has ever been able to get away with making unauthorized console games. That was a company called Wisdom Tree Publishing, which made christian video games for the NES, SNES, and PC. Nintendo put up a big fight, but eventually Wisdom Tree weathered the storm and continued making games.

    As an interesting side note, ID software had wanted to port Wolfenstein 3D to the SNES. They had managed to get the game working on an Apple 2GS (which was very similar to the SNES), but Nintendo wouldn't authorize it. So rumor has it that ID Software gave a cheap license of the Wolfenstien engine to Wisdom Tree to spite Nintendo, and Wisdom Tree then made an unauthorized christian game based on the engine.

    --
    Joshua Boyd (I keep forgeting my login :( )
    http://catpro.dragonfire.net/joshua
  • Correct: the tools and sim are GPL, but the only way to obtain them is to purchase the full kit from Sony. Once you buy it, you can distribute the GPL parts, but I doubt that will happen

    You want to bet a buck? :-) I say the GPL'ed stuff is on sunsite about one week after release to developers. And then people will start to write GPL'ed versions of the proprietary libs and docs.

    --

  • Well, for one thing, Sony has a very good track record; the PSX1, no? So expectations are high for the PSX2. What track record does M$ have to rely upon? A DOS subsystem that was picky and quirky as hell, a Win3.1 system that crashed like no place on earth, and a Win9x system that crashed just as badly, and is still quirky.

    Thus, no one places any stock on M$ future products, while everyone believes in Sony's.

    I'm sure some are blinded by the Linux angle. I'm blinded by the Squaresoft and the SCEA and other games that have proven themselves over and over again on the PSX1. That and DVD, possibly, and PSX1 compatability. What's not to be hopeful about?

    AS
  • Ok so GCC and what not get ported to the PSX2 so we all can develope for the system. The PSX2 comes loaded with firewire, USB and DVD-ROM capabilities for IO. There are firewire hard drives soon to be available (and if not already). So I'm sure you could find a way to boot to one of those devices as soon as Linux has support. I'm not a kernel developer but it would seem to me that it would not be a great amount of effort to port the Linux kernel to the PSX2.

    ---------
  • Don't bet on it. Companies like Cygnus and RedHat are doing just fine by remaining private. Just what do they gain to stand by going public? Not all very much that I can see, and they stand to loose a great deal more than they will ever gain. Netscape and a whole bunch of other companies haven proven that going public *isn't* such a great idea in the long run....
  • question raised in my mind...

    linux port to psx2? it could do 128 bits before nt did 64...

  • Not to mention that you can't afford a cpu that can emulate a PSX2. I wonder if one even exists. When you think about it the SNES was i think about a 2mhz cpu, my pentium-II 300 gets about 45-50fps using the latest release of snes9x w/ pentiumpro optimizations and -O9. So a 300mhz cpu can't even fully emulate a 2 mhz cpu (I know it doesn't work out completely like this but it's enough to get my point across). The PSX2 has some amazing hardware, I know nothing in the desktop market will come anywhere close to emulating it for some time, and I doubt even high end servers will be able to do anything similar, unless you get a $1million system, but if you have that kind of money to throw around you could easily afford to just buy a PSX2. Oh wait, I don't think beowulf's been mentioned yet: maybe a beowulf cluster would be able to do a decent job emulating a PSX2 for only $100,000 (I feel better now).
  • Sony has no interest in keeping psx or psx2 development proprietary. To sell a ps game, one must have a license from sony. Sony makes money whenever ps games are sold. Thus, sony would want as many quality games on the market as possible no matter who develops them. First, these games are an instant revenue source and, second, they attract gamers to the platform (whether through an individual game or just the sheer quantity). It has often been tossed about that the reason for the PSX's popularity over the N64 has simply been the quantity of games. Think about it: N64 has better graphics, cooler controllers, amazing multiplayer games, and costs about the same. When someone walks into their local Electronics Boutique or Babbages, though, there are a couple hundred PSX games and maybe 40 N64 ones.

    Being a brat, I went with both, but most people don't have that option or would consider it a waste (it is). Of the next-gen systems, whoever gets to market first with the most games will win the most market share. Why else would Nintendo be going to CD/DVD when they make so much money from cart manufacturing and licensing? CD/DVDs make development easier and allow ports of games popular on other systems (read: psx, psx2).

    --Andrew Grossman
    grossdog@dartmouth.edu
  • Depends what you mean by "published" - UK Official Playstation Magazine
    has put a yaroze game on every cover disk for a while now.

    I think a few people have been headhunted by
    codeshops as a result of their amateur yaroze output.
    --
  • I'd suggest that what makes the PS popular is not
    the *quantity* of games, but the *variety*.
    Sure, it's mostly same-old driving/fighting/shooting, but
    compared to N64, you get a whole lot more choice.

    Of course quantity breeds variety, so you had a
    good point.
    --
  • We have been trying to use the cygwin package here at work and found it to be hellish, slow, inconsistent, and buggy. I'm not exactly a fan of theirs nor their deviations form the norm... Their stuff is not truly GNU compliant and the instructions are crap and might as well be thrown away. I pray that the Cygnus tools released will not be the only ones released or I wouldn't even try to develop on it.

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