they also had some weird limitation. it might have just been that your program could only ever run on your yaroze... where the caetla hack meant you could "ship" stuff that would run on chipped playstations.
they also had some weird limitation. it might have just been that your program could only ever run on your yaroze... where the caetla hack meant you could "ship" stuff that would run on chipped playstations.
If I remember right the thing was region free though so I could play imports. I think you could precompile apps and upload them to the yaroze web board and download them but only to other yaroze kits. I think a couple of devs actually managed to get a real shipped game out of it.
Luckily since I kept the whole lot in nice condition they are going for a decent amount on ebay. It is funny keeping the cardboard boxes makes it worth more...
I also had the PS2 kit. Which was in my opinion was more limiting than the yaroze one.
Some other issues of PlayStation Underground and Official PlayStation Magazine (UK) came with other Yaroze games.
of course the bigger problem was that the r3k was too slow. (i ported mpg123 over to run in fixed point, but it still was many times realtime to decode a frame). i wish i'd known about this gte vector unit thing, that may have been a way to make it work... but ah well,
The PS2 had an MDEC too. We used it in one game to do the pop-up talking head dialog between characters mid-gameplay with tiny RAM and CPU use.
i wanted to be able to play mp3 collections from psx units attached to home entertainment systems. there really weren't many other options back then.