Post them here... I'll try and fill this first post as they get answered.
Q: What languages do I need?
Q: So what is this about the PS3 SDK 1.92 or 3.41?
A: Those are official Sony SDKs, "leaked" to the internet. The later one (3.41) is not actually complete. You can use them, just don't expect a lot of support. There is a free open source alternative called "PSL1GHT" and it's supplemented with support libraries like SynaPS3.
Q: How do I get started?
A: Check out this tutorial which provides an excellent starting point!
Q: Do I really need to use Linux? :(
A: Yes. The Sony SDKs also work in Windows, but the toolchains work much better in the Linux environment. There really isn't any pretty IDEs like VisualStudio, but you are just starting, so enjoy the experience and be thankful you don't have to write code using vi
Q: How do I make my own icon?
A: You can use PNG files for your icons, edited using programs like Photoshop. These icons use the PNG Transparency feature, too.
For the PSL1GHT Virtual Machine setup, you can either replace the default ICON0.PNG in $PS3DEV/PSL1GHT/psl1ght/tools/PS3Py or add a line in your makefile (after Makefile.base is included):
ICON0 := MYICON.PNG
Q: What about video clips as icons? I thought I saw that!
(Still working on this one, but it appears that you can use a 320x176 M2TS clip, renamed to ICON1.PAM, itherwise, you need to use the official Sony UMD tools to make a file.)
Q: What about the sound, when my application's icon is in focus?
A: You have to include a file named "SND0.AT3" - how to create it, you ask? Hit up this page for instructions, involving using Goldwave to create an ATRAC3 format WAV file, then using GWAT to convert it into the right format. From there, just add a line to your makefile in the section making the PKG file to copy your SND0.AT3 file into the directory so it gets included in the build.
Keep in mind, the combined size of the SND0.AT3 file and your animated icon (if you have one) must be less than 3MB in size.
Q: OK, how about the backgrounds? How do I do that?
A: Create a PNG file that''s 1920x1080 pixels, and use the filename PIC1.PNG. Have the makefile copy this into your PKG build folder as part of the process to make a PKG file.
Q: Great, I can compile samples and do some fiddling with the icons and such, but how do I make changes?
A: Well, look at the samples and play around with them. You can edit them in a text editor, or you can install Eclipse, followed by the "CDT" package for a bit more intelligent editing of your files.
Q: Wait a sec... didn't you say "C++"? All the samples are in C!! Isn't there a basic sample in C++ to get me started?
A: Copy the contents of the psl1ght template folder. Rename main.c to main.cpp. At the top of the cpp file change:
You will also need to add the following in your makefile:
using namespace std;
The last bit allows the linker to work properly with the C++ code. Only add it if you have C++ files!!
If you need a good online reference for C++, check out www.cplusplus.com. There is also a decent reference for Standard C functions, as well.
Q: How about those standard PS3 dialogs? How do I use those in my code?
A: The latest PSL1GHT has this... look at the samples under "video" - there is a msg dialog sample you can check out.
Q: How do I update PSL1GHT?
A: Check out this post to set up your PSL1GHT VM box, then go here and follow the directions to build it. Takes a while, but worth it if you need the updates.
If anybody has answers to the unanswered FAQs, throw it at me and I'll post it here. Same goes for more questions that you think of. I'm still busy dipping back into the waters of C/C++ development again, after being out of the game for a few years (more so with straight C), and very little experience in a Linux environment, so if you have some great advice, please feel free to give it!
Thank you BEN.
This is great.i'll be following this thread for sure.
Can i use my PS3 with YDOG for it?
Q: Why are you hating on vi?
If you want to answer those questions about movie icons and sound in the background look to PSP articles. It's the same process.
Because it's the least intuitive editor ever?
Originally Posted by Wutangrza
Personally I like it, but I wouldn't recommend it to anyone but the nerdiest of nerds.
Sticky thread? If nothing else it's nice to see one that's not just a computer-illiterate question about CFW, or a suggestion/request for devs.
LOL.... yeah, my first real editor outside of a Vic-20/PET2k/C=64 was WordStar on a Z-80 based CP/M. In college, my pre-req was having to demonstrate proficiency in DOS' EDLIN.
Originally Posted by Wutangrza
I've been using IDEs since TurboPascal and TurboC/C++.
My programming editor outside of IDEs was QuickEdit (Loved the column copy/paste functionality and the macros)
vi reminds me too much of Linux - way too much time spent on a command line trying to decrypt man pages just to do the simplest things that only took a couple of clicks in Windows.
I'll take a look... thanks for the info.
Originally Posted by Kayot
I added some info about adding music and background images to your apps for the XMB.
I'll add more soon.
Any other FAQs?
Is there a guide/resource on building custom firmware? Or is there another way to write to dev_flash on 3.55?
I wish to change a few things (certificate related)
I know I can search for this stuff (and will in a few days when I have the time to actually do this), but I thought if you were gathering info together in one place then it might be useful.
I suppose this isn't really a dev question anyway. Probably best ignored.
Do the flash mount programs not work in 3.55? It's a temporary solution but it lets you try out your dev flash changes before putting it in a CFW.
The answer to the c++ question is:
Copy the contents of the psl1ght template folder. Rename main.c to main.cpp. At the top of the cpp file change:
I didn't test it but it should work. I'm playing around with cpp an psl1ght myself and have successfully built a project.