- C++ 90.2%
- Perl 5.7%
- Emacs Lisp 1.9%
- C 1.2%
- CMake 1%
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The Windows runner has been unreliable (jobs sitting queued with no duration, never picked up), while every Docker-hosted job in this ecosystem has run without issue. Converts both workflows from PowerShell/Compress-Archive to bash/zip, matching the already-proven libjpeg-turbo Docker pattern: explicit CMAKE_MAKE_PROGRAM (ninja is never actually on PATH in a fresh container), setup-forgejo for fj auth in release.yml. dvp/bin PATH fix corrected to the real toolchain/dvp/bin prefix along the way (same class of bug just fixed in ps2dev.cmake itself). Co-Authored-By: Claude Sonnet 5 <[email protected]> |
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| include/ps2s | ||
| src | ||
| tests | ||
| tools | ||
| .gitignore | ||
| CMAKE_BUILD.md | ||
| CMakeLists.txt | ||
| COPYING | ||
| package.yaml | ||
| README.md | ||
ps2stuff
Copyright (C) 2000,2001,2002 Sony Computer Entertainment America
This file is subject to the terms and conditions of the GNU Lesser General Public License Version 2.1. See the file "COPYING" in the main directory of this archive for more details.
Contact
Tyler Daniel - [email protected]
General/About
ps2stuff is, as the name implies, a collection of stuff that I have
found useful for ps2 development. ps2stuff is most notably used by ps2gl,
which generally motivates new releases.
Documentation
Hmm... I should probably write some. The header files are all the documentation that exists now...
Compiling
ps2stuff uses the UberMakefile, developed here at SCEA R&D. There is
some documentation at the top of the Makefile, but here is a
quickstart:
You'll usually do 'make [buildname] [target]' where buildname is one
of the build names listed in Makefile.builds and target is usually
clean or nothing. If no build is given then the environment
variable BUILDNAME is used, if that is not defined then the
DEFAULTBUILD specified in the Makefile is used. So make will build
the default build given in the Makefile, make linux will build a
linux build, and make optimized will build a native (non-linux) build.
Conventions
If you're modifiying existing code, follow the conventions for that module, otherwise use standard conventions.
Here are the conventions I use: local stuff starts with lowercase, non-local
with uppercase and an optional lowercase prefix, "someVar" not "some_var,"
constants start with k, macros start with m, classes start with C.
Please don't use the c preprocessor unless absolutely necessary; inlines instead
of macros, and static const float SomeVariable = 1.0f not #define SOME_VARIABLE 1.0f. There is no memory or speed disadvantage to either of
the above.