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PSV PlayStation Suite Open Beta Goes Live, Develop Apps for Vita

x3sphere

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As promised, Sony's cross-platform PlayStation Suite SDK has officially reached open beta status. Anyone, without having to enter in an agreement with Sony, can now develop apps that target PlayStation Certified devices -- including the PS Vita.

Currently at version 0.98, the SDK includes a wealth of tools to get started, including samples of games and applications using 2D and 3D graphics.

Hit up Sony's website to access the SDK now[...]

Continue reading: PlayStation Suite Open Beta Goes Live, Develop Apps for Vita...
 
Technically, yes, you can port it. Publish it? No. However anyone with the Suite SDK can build your source code, so there's a way around the publishing limitation.
 
I didn't read the documentation more than 2-3 lines but, can I really
throw the source code on the web? It would contain also code from the
suite since it has tools for developing UIs, I would use it and so, it would be
partially Sony's property, no? I don't know if you get what I mean.
 
I've looked over the license agreement that's shown when downloading the SDK and didn't see any restrictions over distributing source code. As long as you don't share files from the SDK itself, should be fine...

Although if you tried distributing an emulator that way I guess it wouldn't be too viable once the SDK is out of beta, since it'll cost $99 annually to access it.
 
Well, that's good and bad. Good I can throw it over to anyone with enough
patience to build, and bad that soon the fun will be over =)
 
yes! I'm actually really excited to start toying around with it. Also glad that Sony finally released this, this is exactly what they need if they plan on having the Vita compete with smartphones.
 
Make own things instead of just making the millionth copy of the same emulator.
You can publish that, then :)

I'll have some fun with this, testing the code directely on the Vita rocks :D
I just a new 3DSmax->Vertexarray-(Source)Code converter as PSS uses indexed vertex array.... my current converter only does nonindexed.
Meh, a day more or two and I'll have made myself one :D
 
Make own things instead of just making the millionth copy of the same emulator.
You can publish that, then :)

I'll have some fun with this, testing the code directely on the Vita rocks :D
I just a new 3DSmax->Vertexarray-(Source)Code converter as PSS uses indexed vertex array.... my current converter only does nonindexed.
Meh, a day more or two and I'll have made myself one :D

no it doesn't, don't pass an index array, and you can use non-indexed vertex array's, here's a snippet of a version i whipped together when i was figuring out how to draw images:

Code:
namespace TestA{
	public struct Vertex{
		public float m_x { get; set; }
		public float m_y { get; set; }
		public float m_z { get; set; }
		public float m_u { get; set; }
		public float m_v { get; set; }
		
		public void SetPosition(float x, float y, float z){
			m_x=x;
			m_y=y;
			m_z=z;
			return;
		}
		
		public void SetTexCoord(float u, float v){
			m_u=u;
			m_v=v;
			return;
		}
		
		public void Set(float x, float y, float z, float u, float v){
			m_x = x; m_y = y; m_z = z; m_u = u; m_v = v;
			return;
		}
		
	}
	
	public class AppMain{
		
		public static void Main (string[] args){
			GraphicsContext Graphics = new GraphicsContext();
			Graphics.SetClearColor(1.0f,0.0f,0.0f,0);
			ShaderProgram SP = new ShaderProgram("/Application/shaders/Texture.cgx");
			Font fnt = new Font(FontAlias.System, 12, FontStyle.Regular);
			FontMap FMap = new FontMap(fnt);
			GamePadData Pad;
			float Width=Tex.Width;
			float Height=Tex.Height;
			Vertex[] v = new Vertex[6];
			v[0].Set(0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
			v[1].Set(Tex.Width, 0.0f, 0.0f, 1.0f, 0.0f);
			v[2].Set(0.0f, Tex.Height, 0.0f, 0.0f, 1.0f);
			v[3].Set(Tex.Width, 0.0f, 0.0f, 1.0f, 0.0f);
			v[4].Set(Tex.Width, Tex.Height, 0.0f, 1.0f, 1.0f);
			v[5].Set(0.0f, Tex.Height, 0.0f, 0.0f, 1.0f);
			VertexBuffer vb = new VertexBuffer(6, VertexFormat.Float3, VertexFormat.Float2);
			vb.SetVertices(0, v, 0, 20); //sizeof in c# was giving me errors
			vb.SetVertices(1, v,12, 20); //sizeof in c# was giving me errors
			Matrix4 Proj = Matrix4.Ortho(0.0f, Graphics.Screen.Width, Graphics.Screen.Height, 0.0f, 0.0f, 1.0f);
			Matrix4 View = Matrix4.Translation(20.0f, 20.0f, 0.0f);
			Graphics.SetVertexBuffer(0, vb);
			Graphics.SetShaderProgram(SP);
			Graphics.SetTexture(0, Tex);
			SP.SetUniformValue(SP.FindUniform("ProjMat"), ref Proj);
			float xS=0.0f;
			float yS=0.0f;
			while (true) {
				SystemEvents.CheckEvents ();
				Pad = GamePad.GetData(0);
				xS=0.0f;
				yS=0.0f;
				if((Pad.Buttons&GamePadButtons.Square)!=0) xS=-1.0f;
				else if((Pad.Buttons&GamePadButtons.Circle)!=0) xS=1.0f;
				if((Pad.Buttons&GamePadButtons.Cross)!=0) yS=1.0f;
				else if((Pad.Buttons&GamePadButtons.Triangle)!=0) yS=-1.0f;
				View*=Matrix4.Translation(xS, yS, 0.0f);
				SP.SetUniformValue(SP.FindUniform("ViewMat"), ref View);
				Graphics.Clear();
				Graphics.DrawArrays(DrawMode.Triangles, 0, 6);
				Graphics.SwapBuffers();
				if((Pad.Buttons&GamePadButtons.Start)!=0) break;
			}
			vb.Dispose();
			SP.Dispose();
			Graphics.Dispose();
		}
	}
}
 
Oh nice :D

I'll stick with nonindexed for now then, very nice, might do a little "benchmark" later on though if there's a difference in performance.
As the PSP drops down in performance when using indexed vertex arrays....
 
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