This game jam will run from the 1st of October to 31 of December. This year's theme is: peripherals!
The Net Yaroze kit came with 2 black PlayStation, standard (non analog) controllers. However, Net Yaroze also supports many peripherals, including:
The Net Yaroze input function, GetPadBuf simplifies the initialization of the controller ports and also limits the data to 8 bytes. Probably so it didn't compete with (real) licensed developers. Unfortunately this means no MultiTap support.
The Net Yaroze can also read and write to memory cards. And also read files* and play audio tracks from the CDROM, video streaming is not supported.
*The Net Yaroze PlayStation can not read burnt CD-R's however it can still read files from PlayStation discs.
With the small and simplified Net Yaroze SDK in conjunction with the supported peripherals and devices mentioned above, you are only limited by your imagination in terms of novel and interesting game design, running on PlayStation.
Alternatively to the above, you can also submit a Net Yaroze game based on previous Net Yaroze Game Jams, this includes:
And recommended if you are new to PlayStation programming.
You don't have to have a specific peripheral to program for it. Most emulators support most peripherals mentioned above, IE:
A USB Mouse to PlayStation is very easy to make or one can be purchased.
None, the process of creating something into existence is hard enough, there will be no pressure of scrutiny and judgement here! You either did a thing, or not... and hopefully enjoyed, learnt and grew from the process. Read the Net Yaroze Ethos section for more information.
These guidelines also serve as rules, in the spirit of Net Yaroze community. But if you feel strongly about braking them, that's fine too, just make sure the Net Yaroze title screen, readme, etc reflects the correct information.
Net Yaroze was a hobbyist's PlayStation development program ran by Sony from 1996 to 2009. It was only sold to individuals and not for commercial purposes. See #4 of the Net Yaroze member's contract).
Net Yaroze was not about making a commercial product, nor encouraged to, it was more about developing skills and personal growth:
You might think that the list above is what teams of commercial developers do, but they too had to prove themselves before they became commercial developers, Net Yaroze was that proving ground with Sony developer support and professional tools. Can you actually make something relatively small on PlayStation? Now you can with Net Yaroze!
This game jam is run in the spirit of continuing Sony's Net Yaroze monthly game competition initiative started in December 1997 and continued by publishing Net Yaroze games on the UK Official PlayStation Magazine demo disc's.
The original PlayStation was a great and historically important console, it's the mixing of the old and new hardware, it's old enough to have retro Colour Look Up Tables (CLUT) for pallet swapping and fixed point math. And yet modern enough to have a feature rich, 3D graphics processor, 24 voices, CD Digital Audio and dual analog controllers.
And thanks to emulation, PS1 games play on most things. Including cheap ROM players, embedded web pages, mobile phones, PC's etc, etc.
While the Net Yaroze is a subset of the original Sony professional development kit, it does not make it a lame duck as most would think. Net Yaroze is most of the high level API's for 3D, 2D, controllers, memory card, CD file reading and CD digital audio, with no low level API's. Early and budget commercial games used these high level API's and were also recommended for prototyping ideas, before creating a custom engine.
Being limited only to high level API's is both good and bad. It made the API very small, making it easier to learn and quicker to create. The major down side is the 3D API's support of all hardware features, which uses extra resources (memory and CPU) to process each 3D object. This results in a slower and a less detailed look compared to creating a custom 3D engine.
There are simple ways to improve 3D performance, but the slower 3D trade-of for a small and easy API is a well worth one, and fits with the hobbyist and beginner focus of Net Yaroze, reducing low level complexity in exchange for simple creativity.
Using "Professional" tools will not make you a professional. And a professional using "Hobbyist" tools, will not make them amateurs.
It's possible to make a PlayStation game without the need of a Net Yaroze, a normal (or modded) retail PlayStation will do just fine, you will need a USB to PS Serial transfer cable, which are relatively easy to build with a little soldering. However, with a few good PlayStation emulators, the actual hardware while ideal for testing, isn't completely necessary, and in fact it can be quicker to develop using emulators, so they are strongly recommended.
It's suggested to first read through the Start-up and User Guides, to familiarize yourself with the platform hardware and software.
Next, you will need the Net Yaroze SDK, setup, running and tested working. The toolchain's are C/C++, so you'll need some programming experience, the C language is a relatively small and low level language, but not completely impossible for a novice to create something from scratch with enough motivation and determination.
Next, to learn the API and tools see: https://github.com/gwald/netyaroze_demo
Apart from the typical Sony supplied development tools, here are few helpful apps:
Development tools:
Net Yaroze related 3D asset tools:
Net Yaroze related 2D asset tools:
General 2D asset tools:
General Audio asset tools: