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Gamecube Api

Started by Vyse Aug 14, 2003 at 5:27 PM 9 replies 10.1k views
Original Post
Vyse
Vyse
What''s the name of the gamecube api and is there any homepages that have information on how to programming on the Gamecube
S1CA
S1CA
I sure wish I''d worked on PSO and had direct royalty share . I predict future Lot Check, TCR & TRC items on buffer checking

Vyse:

If you mean an API like Win32/OpenGL/DirectX, then the answer is it sort of has one and sort of doesn''t.

A great deal of what''s contained in the PC APIs I''ve mentioned above is concerned with DIFFERENCES between hardware. On a console system the hardware is fixed; additionally there''s no need for complex windowed user interfaces; so the programming APIs for consoles are MUCH more lightweight and simple/direct.

Some API "functions" in some console SDKs are really even nothing but simple #define macros that compile into direct memory [mapped hardware] pokes!

For the graphics side some basic OpenGL knowledge is useful for getting to grips with the official SDK. But NGC doesn''t really use OpenGL (some of the concepts are very similar, but others aren''t) - see the above note, the graphics API is designed to fit the NGC specific hardware, NOT a wide range of PCs and workstations - I can''t really say anything more without violating NDAs though...

Once you''re really good on a free and open platform like the PC, moving to a console isn''t too hard. The main difference is it does take a lot more discipline with regard to resource use/limits (memory, storage, CPU), but everything else isn''t so different/bad.


The link posted by the AP contains stuff that''d probably get code running on a retail unit (albeit with a lot of hassle and configuration, much more than with an Orca/NPDP GDEV)

It depends what your motivation is. If you''re looking to get experience for a job writing commercial NGC games, the hack/exploit/download method is nothing like the real development environment and nor are the *legal* SDKs you''ll find out there.
Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site
Cybertron
Cybertron
Are those functions from the open source one or the ''illegal'' one?

I didn''t know you could get the illegal one

It should be your freedom to do whatever you want with your software AND hardware if you are causing no harm. By making a GC app you are no doing ANY harm and are probably benifiting the community. it is impossible at the moment to backup or play a backed up game
S1CA
S1CA
AP (#2): Very clever... You are of course aware that GameDev.net tracks the complete IP details of those posting messages (including "anonymous"), and that almost all western ISPs are obliged by law to keep IP->dial in/PoP records for quite a while and finally that Nintendo do have a track record of clamping down on web breaches of their copyrights...

Admittedly though the a-z.html menu pane (actually a few differences...) you posted doesn't contain any useful detail like the descriptions/parameters.

[edited by - s1ca on August 15, 2003 7:41:33 PM]
Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site
S1CA
S1CA
quote:
Original post by Anonymous Poster
S1CA.. yeah i assume you can''t post much detail without violating your NDA, although the guy who posted after you might''ve (if he was actually licensed hehe)


Yup.

quote:
what do you mean the link i posted will cause a lot of hassle?


Assuming the PSO method: Booting a game, configuring a network to pretend to be a Sega server and then uploading code via the games network/save is a major PITA compared to the process when you have a proper GDEV (time, memory, tools, nr emu etc).

Even Catflap/Caetla was a right PITA IMO compared to having a 2500/2700 stuck in your machine these new buffer overrun exploit methods require even more effort.

quote:
its pretty simple. very limited maybe is what you were looking to say. downloading and setting up the compilers and libs just takes a couple minutes..


But unless it''s using illegaly obtained stuff it will be pretty simple and limiting. But maybe I''ve been spoilt by having access to the proper stuff .
Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site
outRider
outRider
quote:

AP (#2): Very clever... You are of course aware that GameDev.net tracks the complete IP details of those posting messages (including "anonymous"), and that almost all western ISPs are obliged by law to keep IP->dial in/PoP records for quite a while and finally that Nintendo do have a track record of clamping down on web breaches of their copyrights...

Admittedly though the a-z.html menu pane (actually a few differences...) you posted doesn't contain any useful detail like the descriptions/parameters.



He didn't necessarily have to sign an NDA to acquire a devkit...

::cough cough::

Edit:

Or the documentation to one.

------------
- outRider -

[edited by - outRider on August 16, 2003 11:54:58 AM]
Bizzaro
Bizzaro
k, I registered

I''d also like to point out that while legal dev so far is still fairly basic, it''s only two months old. Like other systems, homebrew libraries are sure to become more advanced.

The PSO method may seem tedious to you, but keep in mind no one using it is planning on making any full games, such as whichever company you works for does. So, considering people will mostly want to make demos and minigames (pong clones, etc) everyone isn''t in quite the disadvantage that you''d be in, had you needed to work on an official game using pso (haha)

oh, and plus the fact that we can''t even use any additional files yet. We dont have a dvdroot to work with so PCM audio, graphics, you name it basically has to be in the dol. for ps2 with the network adapter or usb cable you can use host: rather than cdrom0: as a solution.

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