Release: Fully operational dlclose exploit + Linux for PS4, by kR105
wololo.net
wololo.net
See https://en.wikipedia.org/wiki/Sony_Computer_Entertainment_Am...
Anyway, it's easy for such monster to intimidate an individual with little resources for legal battles. It doesn't mean that what they (Sony) do themselves is legal in any way.
If loading an alternate OS is a EULA violation, they might brick users machines or at least stop them from using Sony services.
It's somewhat similar to the situation XBMC was in back when the X still stood for Xbox -- the code itself is OK by the DMCA, but compiling it required use of unauthorized dev tools (if the user didn't have a license from MS, which they likely did not), distributing the binaries was a violation of the DMCA (due to statically linked, non-free MS libraries), and installation of said binaries was also a DMCA violation (as it required the user to circumvent the DRM on the console).
See, https://github.com/kR105/PS4-playground/blob/gh-pages/js/exp... for example.
Signed - not a US citizen!
That said, similar garbage laws exist in many countries: https://en.wikipedia.org/wiki/Anti-circumvention
Remember 09 F9?
This might just be stepping stone in the right direction.
They have lowered the price of dev kit, they approach more indie developers then every before, they even have a indie fund. But they would have more games if they try the other way around - if they could somehow lower the barrier for game developers to approach them.
If you can compile it on Linux, you can probably compile it on FreeBSD. Sorting out the rest is not OS specific, it's a completely different beast.
Can you elaborate on this one. How are they different?
The Playstation had Net Yaroze, which was almost comparable the usual devkit. A collector's item nowadays.
The PS2 had PS2 Linux, which required special RGB monitors with sync on green, but it provided almost the same access to the hardware as the devkits. The main difference was the amount of available RAM, only PS2GL and the higher level PS2 official graphics API were available. The low level one wasn't accessible.
The PS3 provided a very limited support for Linux. The graphics hardware was exposed as a plain framebuffer. Then came the firmware update that wiped Linux out of the PS3.
The PS Vita did offer a Mono based SDK, but after the initial release, they went silent. You can still access the web site, though.
The PS4 already exposes two graphics APIs much more powerful than Vulkan, with the developers being quite experienced on them.
If you search SCEE and GDC Vault web sites there are plentiful documents and sessions, NDA free, how the console market works.
Then there was PS2GL which was built on top of that, also not quite like the GL version on the devkit. But both shared the same fate of not being used that much.
In any case, it seems my memory was playing tricks on me.
The higher level APIs I am talking about was SPS2 and then there was Libps2dev as well.
The VU were actually available, I completely forgot about it.
You can delve into the old site, some guys did manage to mirror it, before Sony pulled the plug.
http://ps2linux.no-ip.info/playstation2-linux.com/coding-on-...
Personally I think the main reason for Sony's delusion with the community was that instead of trying to make games, many were using their PS2Linux kits to turn the PS2 into routers, cheap GPUs or cheap PCs.
The community was never as vibrant as the XNA one in terms of game coding.
As for the whole Linux support - I remember Kutaragi pushing the PS2 to become a home computer. Even its devkits (T10000s) were looking like PCs and had a "workstation" mode. PS3's "other OS" seems to be a vestige of this policy.
The IOP chip was restricted but that wasn't really a big deal for most purposes, as it was generally only used for I/O.
If I recall correctly, this was done to avoid some kind of tax on "entertainment devices" in Europe; Sony argued that the ability to write BASIC programs made it a "computer", rather than an entertainment device.
Text could be entered using either a pad or a USB keyboard, and programs could be saved to memory cards. Some magazines even included user-submitted games on their cover disc, and the official UK magazine included a page or two of code each month which eventually built up to a playable game.
There were a few differences from the original Yabasic - gradient triangles were added, audio functionality was removed, etc. I'm told that the source code is available online somewhere, since the original Yabasic was GPL-licensed, but a quick Google search didn't turn up anything useful.
For those who are interested, a friend of mine has re-implemented the PS2 version in Javascript: http://www.mrdictionary.net/yabasic/
Eventually I got hold of the PS2 Linux package, but getting monitors with sync on green wasn't that easy.
UPDATE: just found this: https://twitter.com/fail0verflow/status/705304480888156161
I know the Dark Souls community are gasping to see the cut content which may or may not live inside the Bloodborne game files.
I assume Steam Machines shouldn't do that and therefore they should be more mod friendly.