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Thread: Is there any ps3 homebrew?

  1. #1
    whiteclad57 Guest

    Is there any ps3 homebrew?

    I've searched all over and nobody seems to have ever released any real gameos, ps3 mode homebrew. Not even on the dev/test units! And since its illegal to distribute the sdk (the full one that only the Circle of Hackers has) how will homebrew ever be created?

  2. #2
    Join Date
    Apr 2005
    The only way it will be created is when a homebrew/legal PS3 SDK is, which will be awhile probably. Until then, I am sure some Sony SDK compiled "homebrew" will surface though so I wouldn't worry too much... CJPC said he may make an FTP app for the PS3 soon.

  3. #3
    EiKii Guest
    sweet, btw wasn't there "legal sdk" for linux out now?

  4. #4
    Join Date
    Apr 2005
    For Linux there is the Cell SDK, but that isn't too helpful for the GameOS part of the PS3 unfortunately.

    Cell Programming Tutorial - IBM

    IBM has a site that was put up shortly after the PS3 went to market, aimed at OtherOS programmers.

    Summary: Meet the Cell Broadband Engine™ (Cell BE) processor from a compiler-writer's perspective, and get a bird's-eye view of a number of the unique challenges it poses in this first tutorial of a five-part series.

    Summary: This tutorial discusses specific issues in optimizing code to run effectively on the Synergistic Processor Elements (SPEs) in the Cell Broadband Engine™ (Cell BE) processor.

    Summary: This tutorial discusses the compiler issues in optimizing code to run efficiently on SIMD-capable processors. In particular, it shows how to optimize code that must run both on the VMX SIMD engine of the PowerPC® core of the Cell Broadband Engine (Cell BE) processor, and also on the SIMD-only Synergistic Processor Elements (SPEs).

    Summary: This part discusses ways to partition code to run across the multiple cores available in a Cell Broadband Engine™ (Cell BE) processor. It gives particular attention to efficient partitioning of code to allow larger programs or data sets to be manipulated using the 256KB of local store available on the Synergistic Processor Elements (SPEs).

    Summary: This last tutorial discusses techniques for managing data in the local store of the Synergistic Processor Elements (SPEs) of a Cell Broadband Engine (Cell BE) processor. Learn particular techniques such as double-buffering and maintaining a reasonably efficient software cache.

    You can download all this tutorials as a pdf on one of these mirrors (1MB):

  5. #5
    whiteclad57 Guest
    But isn't the backup manager built with the 1.92 sdk, if so that's illegal but everybody still uses it. Also don't you need the official sdk to reverse engineer a free/open-source one

  6. #6
    Join Date
    Apr 2005
    Yep... it helps to have the Sony one to reverse and make a homebrew one.

    That said, basically every site has their own set of rules on the SDK stuff... here we use things built with Sony's SDK and have no problem with that. Personally I think it saves a heck of a lot of time, and to people who are using "backups" there is no point in trying to be "moral" by not using the official SDK.

  7. #7
    Gunner54 Guest
    I'm interested in creating homebrew using the official SDK. I just need to know where to start. (Compile wise)

  8. #8
    lewisglen Guest


    I am also interested in seeing how this done... from start to finish. maybe something just as simple as printing text to screen. Showing the steps from C++ to compiling to self then to bin then to pkg and ready for ps3.

    It would be great if the backup manager source was available!! (it is exciting times)

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