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Playstation 3 Secrets

Bom pessoal, devido aos amigos pedirem para criar um tpico fixo com esse excelente conteudo sobre o PS3 postado pelo colega eclampsium, dei uma de metido e resolvi transcrever em tpicos para ficar registrado no frum PS: desculpe a no traduo do texto, pois o contedo muito extenso

PS3 Model Differences


The following chart describes the basic differences between various PS3 model numbers. For PS2 compatibility, models using software emulation have less compatibility with PS2 game titles than models with the Emotion Engine (hardware chip). The chart is semi-ranked from most important to least important feature, taking into consideration possibility of adding back a missing feature. For example, PS2 and SA-CD compatibility are ranked first and second because once not in the system, it is not there forever. Meanwhile, harddrive capacity and memory card readers allows for upgrading or adding of the capability later. Clique nesta barra para alternar entre os tamanhos original e reduzido

Note that the model number prefix from above needs a two digit number appended at the end to designate a region. Therefore, append a two digit Code (suffix) from below to arrive at the actual PS3 model number. For example, a Japanese 60GB PS3 would be designated CECHA00, while the one in North America would be designated CECHA01.

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Future Models of PS3


Every once and a while, new PS3 models are released by Sony. If you wish to know ahead of time what the new models are, you can visit: https://fjallfoss.fcc.gov/oetcf/eas/...ericSearch.cfm Enter for Grantee Code: AK8 Enter for Product Code: CEC You should get a listing of the products released by Sony pertaining to the PS3. Check the latest dates to verify rumors of upcoming products. Although they are mainly for peripherals, you may need to leave out the CEC and go through all the list (unfortunately a lot of them) to pinpoint down the products models for PS3. This is how the PSP rumors were confirmed, by enter PSP into the Product Code and leaving AK8 as the Grantee Code.

Blu-ray, DVD, PS2, and PSone compatibility with PS3


The above chart also displays the compatibility of PS3 with the various video and games formats. PS3 games (on Blu-ray discs) are not region locked. Any PS3 game from any region will play in any PS3. However, there is the special situation when you try to play back the game in Standard Definition. If the PS3 game only has Standard Definition and Enhanced Definition for either PAL (576i and 576p) or NTSC (480i and 480p), your PS3 must have the same Standard Definition and Enhanced Definition format support, or you won't be able to play it. This is not a problem if you play the game in High Definition (720p, 1080i, 1080p), but there exists the possibility to region lock (based on PS3 model number) games if the publisher decides to do so. For Blu-ray video, the discs are divided into three (A, B, or C) main regions which must match the region of your PS3 for playback. The initial Blu-ray discs that were released supported region codes, but were not enforced, so a PS3 can play Blu-ray discs from any region (this might change in the future). For DVD playback, the discs are divided into six (from 1 to 6; note 0, 7, and 8 are special cases) main regions and two formats (NTSC or PAL). Not only must your PS3 match the region, it must

also support the format as well. PS2 games are divided into four main regions (NTSC-J, NTSC-U/C, NTSC-C, PAL) and two formats (NTSC or PAL) locked. PSone games (disc-based) are divided into three main region (NTSC-J, NTSC-US, PAL) and two formats (NTSC or PAL) locked. Note that PSone games downloaded from the Playstation Network store are not region nor format locked as long as you are able to pay (if not free) and download them from the store. Note that Blu-ray and DVD uses different region coding methods and country division, and they should not be confused with each other. Also note that the above table only applies if you have the latest firmware version installed, which can remove or add format or region lock for DVD playback. For example, the Hong Kong PS3 originally only played back NTSC Region 3 DVD, and with an update supported both NTSC and PAL Region 3 DVD playback. Likewise, the European PAL PS3 gained the ability to play NTSC Region 2 DVDs (essentially Japanese DVDs). This indicates that the trend is for all PAL PS3 to be able to playback both DVD formats (NTSC and PAL discs in same region as PS3 or Region 0), whereas the NTSC PS3 (with the exception of the Hong Kong PS3) can only play the NTSC DVD format (all assuming same region, or disc with Region 0). The situation is not 100% accurate, so provide feedback if you note otherwise. As for model releases and dates, note that although the PS3 was not officially released in China, the majority of them are actually made there, so you can find all sorts of models in that country. The region codes for China designate what they should be if an official PS3 was released.

PS3 Audio
The PS3 supports many different audio formats, either disc based, network streaming, or via fixed and removable flash storage like the internal harddrive and external memory cards. In addition, because most of the advanced audio support is done via software on the Cell, the feature list is constantly changing. The following information is based on the latest firmware at the time of this writing (2.01 in this case). Feel free to come back for updates to the compatibility charts that follows. Also, because of limited analog output options for surround sound (the AV Multi analog cable only has stereo left and right channels), you need to purchase an Audio (and/or Video) Receiver that support "HDMI in" to enjoy 5.1 or 7.1 surround channels. TOSLINK (optical digital) AV Receivers are not recommended because it has a lower bandwidth and it is also an unprotected link, restricting output of high bandwidth and protected audio. Basic HDMI 1.1 that has 7.1 analog outputs for speakers (and a passthrough HDMI for the video to your HDTV) is recommended. Because of the various ways to connect your speakers to the PS3, how you choose the connection determines the quality of the audio output. Analog storage of music became obsolete with the introduction of the Compact Disc (CD). Now all retail music is stored digitally. Because of this, there are three stages to get audio (in digital form) to your speakers (in analog form).

Digital versus Analog


The PS3 can do all of the stages above, but depending on the connection, it may skip some of the

later stages if you have the right equipment that can handle it. The three main audio output options on the PS3 are the HDMI, TOSLINK (optical digital), and AV Multi cable. HDMI and TOSLINK are digital connections, whereas the AV Multi cable is analog. Both HDMI and TOSLINK can support more than two channels of audio (up to 7.1 for HDMI and 5.1 for TOSLINK), while the AV Multi cable can only support two analog channels (left and right) for connecting directly to the two RCA jacks that lead to your speakers.

Bitstream versus Linear PCM


The PS3 provides options for either "Bitstream" or "Linear PCM" when outputing the audio signal. This option is located in the "Settings->BD/DVD Settings->BD/DVD Audio Output Format(HDMI)" and "Settings->BD/DVD Settings->BD Audio Output Format (Optical)" settings of your XMB. Linear PCM is audio data that is not encoded (nor compressed) and is in it's pure digital form, ready for conversion into analog for the speakers. A regular CD stores all its songs in Linear PCM form. Most audio starting with the DVD store digital data encoded and compressed (like Dolby Digital or DTS Digital Surround). If "Bitstream" option is selected, the PS3 will take this undecoded and uncompressed audio and send it untouched to the HDMI or TOSLINK cable for your external decoder to decode. In other words, the receiver at the other end of the HDMI or TOSLINK must have special chips that can decode and uncompress formats like Dolby Digital and DTS Digital Surround, and then convert the resultant Linear PCM to analog (via a DAC) for the speakers connected to the external decoder. If "Linear PCM" option is selected, the PS3 will actually decode the audio into Linear PCM first, before sending it to the HDMI or TOSLINK. In this case the receiver on the other end of the HDMI or TOSLINK only needs to convert the Linear PCM to analog for the speakers connected to it. Because of the current bandwidth limitations of TOSLINK, choosing Linear PCM (the decoded and uncompressed signal) on this connection limits you to only two channels of audio. For multichannel (like 5.1) over TOSLINK, you must use "bitstream", which uses smaller bandwidth of compressed and encoded data.

Audio Storage Formats


As disc based storage medium became popular it was feasible to store audio digitally. In order to store multiple channels (up to 7.1) efficiently, many formats that took advantage of compressing and encoding were invented. The first digital format was basically the CD (redbook), which stored 44.1kHz of Linear PCM (unencoded and already decompressed). The DVD introduced 48kHz sample rate, and many types of encoding. The following table describes the various audio formats (those in pink are not supported by PS3).

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"Bitstream"ing of Dolby TrueHD audio is currently not supported on the PS3. The PS3 must decode the signal internally and only the HDMI cable is supported. In addition, 7.1 channels are downmixed to 5.1 channels of Linear PCM. TOSLINK not supported because of bandwidth issues. dts-HD Master Audio is currently not supported at all in the PS3 (this includes both "bitstream" and "Linear PCM"). dts-HD High Resolution Audio (dts-HD HRA) is a lossy format and is supported in the PS3. However decoding is supported for both "bitstream" and "Linear PCM" in the PS3. dts-HD HRA is dts Digital Surround (the Core) plus any extra frequencies or channels up to 7.1. However, the PS3 will downmix 7.1 channels to 5.1 channels before sending it down the HDMI or TOSLINK. If selecting "Linear PCM", TOSLINK can only ouput stereo channels.

HDCD support in PS3


HDCD support is provided via the "bitstream" option. Note that because there is no specific CD option for turning on or off "bitstream", you must trick the PS3 into doing it. Since the CD is already in Linear PCM, the PS3 will normally just output the data (expecting it to be already decoded). HDCD has hidden bits in the Linear PCM that will trigger the external decoder to process the extra 4 bits. So as long as you choose HDMI or TOSLINK, and you use an external decoder that accepts HDCD, you should hear 20bits instead of plain 16bits.

dts 5.1 Music Disc support in PS3


dts 5.1 Music Disc (dts-CD) is supported if 44.1kHz is selected as the only output frequency, and you use an external decoder. Choosing 44.1kHz can be done via the "Music Settings" and "Sound Settings" inside the "Settings" menu of the XMB. The PS3 normally treats all CDs as unencoded Linear PCM and will just take the Linear PCM untouched from the CD and send it down the HDMI or TOSLINK, or convert to analog first before sending it down the AV Multi cable. Because the dtsCD Linear PCM on the CD is actually encoded 5.1 channels (or 6.1), you must trick the PS3 into

sending the data untouched to an external dts-CD decoder via HDMI or TOSLINK (NOT the analog AV Multi). To accomplish this, you must turn off upconversion (48kHz, 88.2kHz and 176kHz must not be selected), otherwise, your signal will sound like FM noise.

DVD-Audio support in PS3


DVD-Audio is not supported in the PS3. However, if the DVD-Audio has a DVD-Video section, the PS3 can play the Dolby Digital, dts Digital Surround, or Linear PCM from it.

Super Audio Compact Disc support in PS3


The PS3 does support SACD (SA-CD) in models CECHF and lower. This is an important feature that unfortunately got removed in some of the later models (CECHG and higher). SACD is basically a DVD disc containing high definition audio. This audio can be in either stereo channel or 5.1 channel, or both. SACD uses DSD (Direct Stream Digital) audio format, which is basically 1-bit encoding at an extremely high bitrate (2.8224MHz) and is compressed in lossless DST (Direct Stream Transfer) format. Many SACD discs are now usually sold as a "hybrid SACD" containing two layers (one DVD layer and one CD layer both on the same side). Do not confuse "hybrid SACD" with "DualDisc" (this format has the two layers on opposite sides). A "hybrid SACD" has the DVD layer containing the SACD portion, while the CD layer contains the regular CD portion (for backwards compatibility with normal CD players). The SACD portion contains both high definition 5.1 channel and high definition stereo channel versions of the songs, while the CD portion contains only the regular stereo channel version of the songs. So if you pop in a hybrid SACD into a PS3, you should see three disc icons: one for regular CD; one for stereo channel SACD; and one for 5.1 channel SACD (note some multichannel SACD can come with less than 5.1 channels). SACD over HDMI connection Note that to play back 5.1 channel SACD (lossless), you need to use the HDMI interface (which has multiple pins for decoded multiple Linear PCM channels). You can get maximum 176kHz stereo channel or 5.1 channel Linear PCM output using HDMI. Note that some receivers have limited bandwidth and may downsample to 88.2kHz on multichannel 5.1. Please provide feedback if you cannot obtain 176kHz multichannel 5.1. SACD over TOSLINK (Optical Digital) connection The PS3 supports the option for TOSLINK output of SACD audio. However, since the TOSLINK is not fast enough for all 5.1 decoded channels, choosing this connection type will force the PS3 to re-encode the decoded SACD 5.1 channels into DTS 5.1 (lossy) for output (via bitstream) to your external DTS 5.1 decoder. You can avoid the lossy conversion over TOSLINK by deselecting "DTS 5.1 ch." in the TOSLINK "Sound Settings". However, you are then relegated to only two channels of Linear PCM over TOSLINK and PS3 will downsample to 44.1kHz for copy protection measures. Note: Conversion to dts 5.1 was REMOVED in firmware 2.01, but downsample of stereo 44.1kHz still exists. SACD over AV Multi cable connection If you choose the AV Multi cable for output, you can only get stereo channels, but they can be up to 176kHz. The PS3 will convert first to Linear PCM and then to analog for your two channel AV Multi cable.

Audio Compatibility Chart

For dts, backward compatibility is built into format. The dts Digital Surround (5.1) is the basic core of dts, which is 48kHz at 5.1 channels. dts-HD High Resolution Audio is lossy, but provides 24bit/96kHz for 8 (7.1) channels. dts-HD Master Audio is the only lossless version of dts at 8 (7.1) channels. These two dts-HD formats both contain the basic dts Digital Surround (core 5.1) as a fallback for older decoders. Therefore, in the chart above, when playing dts HD HRA or dts HD MA audio formats, you may end up with the core dts Digital Surround even though the PS3 does not support it. Also, notice that for TOSLINK (optical digital), selecting Linear PCM will result in only stereo (2) channels (even if the original audio format was lossy like Dolby Digital and dts Digital Surround. Decoded and uncompressed 5.1 channel LPCM data from lossy Dolby Digital and dts Digital Surround consume too much bandwidth for the TOSLINK to handle. For Dolby Digital, selecting bitstream output of Dolby TrueHD will force the PS3 to output regular Dolby Digital at 640kbps. __________________________________________________ ______

Playstation 3 High Definition support


The Playstation 3 has support for "full HD", which is generally defined as supporting the resolution of 1920x1080p. The "p" signifies progressive, rather than "i" for interlaced. You can find out more about this at the HDTV resolutions page. Progressive means each image is shown from top to bottom rather than interleaving odd and even lines during each screen cycle (field). Below is a video showing the PS3 displaying in "full HD".

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Playstation 3 Hardware
PS3 Motherboard
The original PS3 used a motherboard revision of 1-871-868-32. A major revision was made for

the PAL territory release (1-873-513-21), which basically removed PS2 Emotion Engine chip and substituted them with software based emulation. For the CECHG and CECHH models, PS2 hardware were completely removed, so hardware allowing even PS2 software emulation was taken out. CECHA: COK-001 1-871-868-32 CECHC: COK-002 1-873-513-21 CECHG: SEM-001 CECHH: DIA-001 1-875-938-11

The architecture of the PS3 motherboard divides the main pieces of the system into 256MB XDR memory, Cell, RSX, and 256MB GDDR3. The HDMI display is connected to the 256MB GDDR3 (the video memory). The communication path also lines up in that order. Therefore, communication with the 256MB XDR memory must go through Cell, and communication with the GDDR3 must go through the RSX. Below has more info on each of the components.

Main System Memory


The PS3 has 256MB of 400Mhz Rambus XDR main system memory . While the earlier models used Samsung chips, the newer models starting with CECHG uses Elpida. Note that another 256MB of GDDR3 memory is located in the RSX and is separate. When running, the operating system uses up 64MB of the XDR, leaving 192MB for games and applications (32MB are also taken from the GDDR3 video memory). It seems possible to increase available system ram, as the current OS takes a smaller 80MB total footprint (XDR and GDDR3), with the ability to pre-empt even more modules that are not needed. Games needing extra features (like in-game XMB) will of course do the opposite and will reduce available ram.

Cell Broadband Engine


The Cell CPU has one 3.2Ghz PPE (Power Processor Element) with two threads and eight 3.2Ghz SPE (Synergistic Processing Elements). The PPE is a general purpose CPU, while the eight SPE are geared towards processing data in parallel. One SPE is disabled to increase yield, so the PS3 can have at most 9 threads runnings at the same time (2 from PPE and 7 from SPE). Note that one SPE is reserved for the hypervisor, so PS3 programs can take advantage of 8 threads. The Cell was introduced at 90nm and later PS3 model numbers starting with CECHG uses the 65nm version. 1 PPE (Power Processor Element) o 3.2Ghz o 2 threads (can run at same time) o L1 cache: 32kB data + 32kB instruction o L2 cache: 512kB o Memory bus width: 64bit (serial) o VMX (Altivec) instruction set support o Full IEEE-754 compliant 8 SPE (Synergistic Processing Element) o 3.2Ghz o 1 SPE disabled to improve chip yield o 1 SPE dedicated for hypervisor security o 256kB local store per SPE o 128 registers per SPE o Dual Issue (Each SPE can execute 2 instructions per clock)

IEEE-754 compliant in double precision (single precision round-towards-zero instead of round-towards-even) 90nm (235.48mm2 die size) technology (CECHF models and lower) 65nm (174.61mm2 die size) technology (CECHG models and higher) o

RSX - Reality Synthesizer


The RSX is a graphical processor unit (GPU) based off of the nVidia 7800GTX graphics processor, and is a G70/G71 hybrid with some modifications. The RSX has separate vertex and pixel shader pipelines. The following are relevant facts about the RSX... 8 vertex shaders at 500Mhz 28 pixel shaders (4 redundant, 24 active) at 550Mhz 28 texture units (4 redundant, 24 active) 8 Raster Operations Pipeline units (ROPs) Includes 256MB GDDR3 650Mhz clocked graphics memory o Earlier PS3 Models: Samsung K4J52324QC-SC14 rated at 700Mhz o Later PS3 Models: Qimonda HYB18H512322AF-14 GDDR3 Memory interface bus width: 128bit Rambus XDR Memory interface bus width: 56bit out of 64bit (serial) 258mm2 die size 90nm technology

More features are revealed in the following chart delineating the differences between the RSX and the nVidia 7800 GTX.

Other RSX features/differences include: More shader instructions o Extra texture lookup logic (helps RSX transport data from XDR) o Fast vector normalize

Note that the cache (Post Transform and Lighting Vertext Cache) is located between the vector shader and the triangle setup. A sample flow of data inside the RSX would see them first processed by 8 vertex shaders. The output are then sent to the 24 active pixel shaders, which can involve the 24 active texture units. Finally, the data is passed to the 8 Raster Operation Pipeline units (ROPs), and on out to the GDDR3. Note that the pixel shaders are grouped into groups of four (called Quads). There are 7 Quads, with 1 redundant, leaving 6 Quads active, which provides us with the 24 active pixel shaders listed above (6 times 4 equals 24). Since each Quad has 96kB of L1 and L2 cache, the total RSX cache is 576kB. General RSX features include 2x and 4x hardware anti-aliasing, and support for Shader Model 3.0.

Speed, Bandwidth, and Latency


Because of the aforementioned layout of the communication path between the different chips, and the latency and bandwidth differences between the various components, there are different access speeds depending on the direction of the access in relation to the source and destination. The following is a chart showing the speed of reads and writes to the GDDR3 and XDR memory from the viewpoint of the Cell and RSX. Note that these are measured speeds (rather than calculated speeds) and they should be lower if RSX and GDDR3 access are involved because these figures were measured when the RSX was clocked at 550Mhz and the GDDR3 memory was clocked at 700Mhz. The shipped PS3 has the RSX clocked in at 500Mhz (front and back end, although the pixel shaders run separately inside at 550Mhz). In addition, the GDDR3 memory was also clocked lower at 650Mhz.

Because of the VERY slow Cell Read speed from the 256MB GDDR3 memory, it is more efficient for the Cell to work in XDR and then have the RSX pull data from XDR and write to GDDR3 for output to the HDMI display. This is why extra texture lookup instructions were included in the RSX to allow loading data from XDR memory (as opposed to the local GDDR3 memory).

PS3 Flash memory


The PS3 has 256 megabytes of flash memory, using two 128MB flash chips (K9F1G08U0A). The firmware data is interleaved between the two flash chips, and when you upgrade, the previous firmware version is retained. Below is a layout of the directories inside the flash:

data ps1emu ps2emu sys external internal vsh

Obviously, PSone and PS2 emulation code on PS3 would reside in ps1emu and ps2emu. Most of the executable files have extension .sprx and are encrypted, (most likely decrypted using the reserved SPE of the hypervisor).

PS3 HDMI chip


The PS3 uses the Silicon Image SiI9032, which transmits HDMI 1.3 protocols. It supports deep color and advanced audio transmission. There is currently debate whether the SiI9032 supports bitstream transmission of Dolby TrueHD and dts-HD Master Audio.

Blu-Ray Drive
The Blu-Ray drive in the PS3 supports dual-layer Blu-Ray discs. One layer can store 25GB, so a dual-layer disc can store at a maximum of 50GB. There is a mandatory AACS encryption on all Blu-Ray discs. In addition, it supports ROM Mark and BD+ encryption systems. The ROM Mark stores decryption keys on the disc that are not readable by ordinary means. BD+ allows new encryption codes to be stored on a per Blu-ray disc basis, thus the Blu-Ray drive could run new code off of the disc and remove the code when the disc is ejected. BD+ can also be used to upgrade and patch cracked firmware. The drive contains a BGA-sized firmware, with the contents encrypted. In addition, each drive's EEPROM contains a unique identification number.

Yellow Dog Linux on Playstation 3


The internal harddrive is actually encrypted with the exception of the linux (or other os) partition. In other words, the data that is written on the PS3 area of the harddrive are encrypted via an algorithm before being written, while "what you see is what you get" for the other os partition. This means that if you were to take out the harddrive and try install it on a personal computer (which is possible), the data on the PS3 partition will look garbled. The harddrive is actually a standard SATA notebook 2.5" harddrive (not IDE) available on the market. You can actually use any speed (4200rpm, 5400rpm, or 7200rpm) and any capacity for the drive. Note that getting a very fast drive (7200rpm for example) won't improve speed by much as there is probably an encryption layer happening on-the-fly in the background that is providing a bottleneck. Before installing Linux it is wise to understand how the PS3 goes about making this happen. The main XMB menu of the PS3 contain (under the system settings) options to format the harddrive, install another OS, and set the default bootable OS. When the PS3 boots up, it looks under a specific area of the harddrive for information on an operating system to boot. When you set the default OS to boot up, this is the area that is changed. By default it boots to PS3's own operating system (XMB), but if you change it to boot "otheros", this area will point to a new OS booter that Sony provides (called otheros.self). This otheros.self provides the capability to boot code by other OS manufacturers (otheros.bld) and let them take over after PS3 starts up. Because this otheros.bld can't be installed manually, you must use the PS3 side's "install other os" option to get otheros.bld and otheros.self installed on a special boot otheros section of the harddrive. After installing, it stays there until you use PS3 side's "install other os" option again to install another otheros.self and otheros.bld. During install, the PS3 side will read from a special directory from a removeable media ("/ps3/otheros/") for both otheros.self and otheros.bld. After installing, there is a priority on where otheros.bld looks for bootable linux code. In fact depending on the build, the otheros.bld can either try to read the DVD drive (like Yellow Dog Linux), or put you into a minimal shell prompt for you to install manually (other linux flavors). The default after installation is to look under "/etc/kboot.conf" on the harddrive for the correct instructions. This file usually points to "/boot/" directory for the linux OS code to execute. You may be wondering, what about otheros.bld? Didn't that provide a linux prompt already? Yes, but that one is a minimal subset of linux with commands to load up a real full blown linux under "/boot/" directory. In other words, you can change versions of linux by simply modifying files in "/boot/" directory and pointing to them from "/etc/kboot.conf".

Gentoo Linux on Playstation 3 from memory stick


It is possible to install Gentoo manually without ever burning a disc. Just copy over the tar'ed directory tree to a memory stick. When PS3 puts you into the kboot prompt, manually mount your flash drive or memory stick, partition the harddrive for linux swap and main, then untar the files from the memory stick onto the harddrive. If you make a mistake and wish to start over with a clean slate you can simply delete the linux partition. One way to delete an old OS partition (under linux) is to use fdisk command to delete the partition (make sure you write commit your changes). Try not to use Yellow Dog Linux's otheros.bld for manual install in this case because it

will try to read off of the blu-ray drive. The trick on making directories and copying files is to "cd" into the directory first. You can "cd .." to go up the directory tree. "///" can be used to refer to the root of the harddrive. After un'tar'ing, you chroot to your newly created directories and use the commands inside to do a "proc" (to create required things in /proc directory for proper linux functionality).

Setting up FULL 1080p Displays on Linux


One of the commands that came with the PS3 is ps3videomode. What is unknown by many people is that you can use either fullscreen or non-fullscreen mode. In fullscreen mode you actually get to use more of the available space on your display under linux. If you do not use fullscreen mode, there is a black border on all four sides of your display and they take up valuable display space. But note that if you go this route your display must be capable of using the "full over scan" of the display. This is usually settable via the display's internal menus. If you are already in a linux prompt and logged in as root, you can activate fullscreen mode using ps3videomode, just add 128 to the video mode provided in the standard documentation. Below is a summary with mode description following the commands... ps3videomode ps3videomode ps3videomode ps3videomode ps3videomode ps3videomode ps3videomode ps3videomode ps3videomode ps3videomode -v -v -v -v -v -v -v -v -v -v 1 2 3 4 5 black black black black black border border border border border mode mode mode mode mode mode mode mode mode mode 480i 480p 720p 1080i 1080p 480i 480p 720p 1080i 1080p

129 130 131 132 133

fullscreen fullscreen fullscreen fullscreen fullscreen

If you have installed Linux on PS3 successfully, then it should have a file "/etc/kboot.conf". This file contains information for the otheros.bld to follow after taking over from Sony's booter. Think of it as autoexec.bat under MS Windows. The "default=ydl" tells the other OS to look for "ydl" for the default boot options, and in this case it boots up 1080p (see mode 133 below and above). # kboot.conf generated by anaconda default=ydl timeout=10 root=/dev/sda1 ydl='/dev/sda1:/vmlinux-2.6.16-20061110.ydl.2ps3 initrd=/dev/sda1:/initrd-2.6.1620061110.ydl.2ps3.img root=/dev/sda2 init=/sbin/init video=ps3fb:mode:133 rhgb' ydl480i='/dev/sda1:/vmlinux-2.6.16-20061110.ydl.2ps3 initrd=/dev/sda1:/initrd-2.6.1620061110.ydl.2ps3.img root=/dev/sda2 init=/sbin/init video=ps3fb:mode:129 rhgb' ydl1080i='/dev/sda1:/vmlinux-2.6.16-20061110.ydl.2ps3 initrd=/dev/sda1:/initrd-2.6.1620061110.ydl.2ps3.img root=/dev/sda2 init=/sbin/init video=ps3fb:mode:132 rhgb' ydltext='/dev/sda1:/vmlinux-2.6.16-20061110.ydl.2ps3 initrd=/dev/sda1:/initrd-2.6.1620061110.ydl.2ps3.img root=/dev/sda2 init=/sbin/init 3'

After you have changed this and rebooted (type reboot), you will find that your graphical windowing will have a screwed up display if you use 1080p. So before you reboot, you need to fix a few more things. Reconfigure X windows (the underlying windowing module under Gnome, KDE, and others like Enlightenment) to use the current display and not try to set a special mode or resolution. Again, if you have configured YDL to start in graphical mode, then it is advised that

you also modify the X stuff below before you reboot upon finishing editing "/etc/kboot.conf". The X windows module resolution configuration file is actually located in "/etc/X11/xorg.conf". You should edit it to remove the resolution modes for the current 24bit display so that it defaults to using the current display already set by you in "/etc/kboot.conf". Here is the modified section of "/etc/X11/xorg.conf"... Section "Screen" Identifier "Screen0" Device "Card0" Monitor "Monitor0" DefaultDepth 24 DefaultFbBPP 32 SubSection "Display" Depth 8 FbBPP 32 Modes "1920x1080" "1280x720" "720x576" "720x480" EndSubSection SubSection "Display" Depth 16 FbBPP 32 Modes "1920x1080" "1280x720" "720x576" "720x480" EndSubSection SubSection "Display" Depth 24 FbBPP 32 EndSubSection EndSection Note that in the code above, the line "Modes..." line is missing for the Depth of 24. This forces the X windows to just use the current settings defined in "/etc/kboot.conf".

YUM and PUP (emerge and apt)


One unique quirk of the Linux operating system is that to install new software you would actually download the source of the program and compile and install. This is because a majority of the code on the Linux system is free and not bought. This was the case in the past and is slowing changing as new ways to package the software was created. Since there are many flavors of Linux, there are many different ways of packaging the files. One of the early ones is RPM. Files got packaged in RPM and you would simply use "rpm" to find, download, and install the software. Because using RPM packages sometimes require other RPM packages to exist before it can be compiled or installed, you sometimes get error messages that require you to look for its dependencies and download and install them first. This became Linux's version of "dll hell". To alleviate the whole mess, things were built on top it to take care of the dependencies so that it automatically would handle download and install of dependent modules. Gentoo calls it emerge. Red Hat calls it apt. Yellow Dog Linux calls it YUM, and a separate OS updating module called PUP. Yum superceded apt, and is the choice for Red Hat Linux distributions now. By default Yellow Dog Linux has them installed and they are renamed under the "Applications->System Tools->Software Management" menu option as "add/remove software" for YUM and "software updater" for PUP. They are equivalent to "yum" and "pup" commands under linux shell prompt. One thing broken with the Yellow Dog Linux 5.0 DVD iso was that it did not have the correct settings for YUM and PUP to work. You needed to manually edit some files they depend on for location of correct repositories on the internet to work. In fact, if anytime that you can't use them it is because of not having an internet connection, or the URL for the repositories are not valid

(either the site is down or you forgot to reboot). In short, the following files need to be created or edited and placed inside directory "/etc/yum.repos.d/" "/etc/yum.repos.d/yellowdog-base.repo" [base] name=Yellow Dog Linux 5.0 Base baseurl=http://rpmfind.net/linux/yellowdog/yum/5.0/base/ #mirrorlist=http://www.terrasoftsolutions.com/resources/yd50-base-mlist enabled=1 gpgcheck=0 gpgkey=file:///etc/pki/rpm-gpg/RPM-GPG-KEY "/etc/yum.repos.d/yellowdog-extras.repo" [base] name=Yellow Dog Linux 5.0 Base baseurl=http://rpmfind.net/linux/yellowdog/yum/5.0/base/ #mirrorlist=http://www.terrasoftsolutions.com/resources/yd50-base-mlist enabled=1 gpgcheck=0 gpgkey=file:///etc/pki/rpm-gpg/RPM-GPG-KEY "/etc/yum.repos.d/yellowdog-updates.repo" [updates] name=Yellow Dog Linux 5.0 Updates baseurl=http://rpmfind.net/linux/yellowdog/yum/5.0/updates/ #mirrorlist=http://www.terrasoftsolutions.com/resources/yd50-updates-mlist enabled=1 gpgcheck=0 gpgkey=file:///etc/pki/rpm-gpg/RPM-GPG-KEY Note that you can replace the URL's above with functioning ones if one of them should go down. Once they are edited, you should be able to use yum and pup commands or via the "software management" menu. After you have verified that they work, you can try searching for important things left out of the Yellow Dog Linux distribution.

VideoLan-Client (vlc) on Yellow Dog Linux for PS3


One of the main problems with the PS3 was it's inability to playback PAL DVD-ROM from an NTSC machine, or inability to playback NTSC DVD-ROM from a PAL machine. Apparently, the PS3 XMB side actually does a check on the resolution and mode of the DVD-ROM (if it is a movie) and displays an error if it encounters a difference with its own machine type. Apparently this is a software check and with the european release of the firmware this problem is already nonexistant. Those wishing to playback DVD can always use videolan client (vlc) for linux. This program can support user burned DVD-ROM and commercial DVD discs as well. To get it to work you need to set up additional YUM repositories available from Fedora linux (at least until it gets moved over to the Yellow Dog Linux repositories whenever this may be). These extra files need to be added to "/etc/yum.repos.d/". After adding the files below (reboot is a good idea), go to the yum (use gnome or enlightenment if you are using YDL) link under "software management" and do a search for "videolan-client". Select it and hit "Apply" and it should get installed automatically.

"/etc/yum.repos.d/freshrpm-frpm.repo" [freshrpm-frpm] name=Fresh RPM Master baseurl=http://ayo.freshrpms.net/fedora/linux/5/ppc/freshrpms/ gpgcheck=0 enabled=1 "/etc/yum.repos.d/livna-ppc.repo" [livna-stable] name=Livna.org Fedora Compatible Packages (stable) baseurl=http://rpm.livna.org/fedora/5/ppc/ gpgcheck=0 enabled=1 "/etc/yum.repos.d/fedora-core.repo" [fedora-core] name=Fedora Core baseurl=http://download.fedora.redhat.com/pub/fedora/linux/core/5/ppc/os/ gpgcheck=0 enabled=1

"/etc/yum.repos.d/fedora-extras.repo" [fedora-extras] name=Fedora Extras baseurl=http://download.fedora.redhat.com/pub/fedora/linux/extras/5/ppc/ gpgcheck=0 enabled=1 After installing you can run the command "vlc" and it should bring up the program. Note that you can now get rid of these special repositories by deleting them or renaming "enabled=1" to "enabled=0" in each of the files.

RPM introduction
In case there are no YUM for resolving rpm package dependencies, you may need to manually install using the "rpm" command from a terminal prompt. To install a package (for example abc.rpm), you would enter the command... rpm -i abc.rpm Sometimes you have an updated version of an existing package. In that case you can use the update command... rpm -Uvh abc.rpm XMAME

Because Linux lack games that you can purchase at retail, many people resort to running emulators for old arcade machines. One of the most popular is a program called XMAME. This program can be installed by simply doing a search for xmame from yum (the graphical version) after you have added the extra files that point towards the new rpm sites (listed above for VLC). __________________________________________________ ______

Programming on the PS3


The following section is under construction... The Yellow Dog Linux 5.0 DVD iso came with Cell SDK 1.2, and if you wish to use Cell SDK 2.0 from IBM, you need to remove old packages and install new ones. Since the yum repository does not reflect these newer stuff, you need to manually use rpm (or equivalent) to install and remove. The following are simplified instructions until someone is willing to create a new yum repository for the increasing YDL PS3 linux users... rpms after install: libspe2-2.0.1-1.ppc.rpm libspe2-2.0.1-1.ppc64.rpm libspe2-devel-2.0.1-1.ppc.rpm libspe2-devel-2.0.1-1.ppc64.rpm

rpms added mesa-libGLU-devel-6.4.2-6.FC5.3.ppc.rpm freeglut-devel-2.4.0-4.ppc.rpm elfspe-1.1.0-1.ppc.rpm netpbm-devel-10.33-1.fc5.ppc.rpm files copied cp /lib/modules/2.6.16-20061110.ydl.2ps3/build/include/asm/ps3* /usr/include/asm/ deleted spu-binutils-3.2-6 spu-gcc-3.2-6.ppc spu-utils-1.0-1.ppc spu-gcc-c++-3.2-6.ppc spu-newlib-3.2-6 spu-gdb-3.2-6 libspe-devel-1.2.0-0.ppc libspe-devel-1.2.0-0.ppc64 Installing Cell SDK 2.0 ./cellsdk install --nosim Using RPM, if you get dependency or conflicting library, you can quit the script, fix the problem, delete the sdk folder in the /tmp folder and rerun the script. If you are itching to try out a PS3 Linux homebrew, you can download ps3lines.zip.

List of Bluetooth headsets compatible with PlayStation 3

From Wikipedia, the free encyclopedia Most commercial Bluetooth 1.1, 1.2 and 2.0 headsets will work with the PlayStation 3. However, some Bluetooth headsets are not compatible. Listed below are the most common, and known Bluetooth headsets that are compatible with the PlayStation 3. * Motorola HS850 HS820 HS815 v1.1 HS810 v1.1 HS805 v1.2 HS655 v2.0 HT500 v1.2 H700 v1.2 (interference with controller causing it to freeze and require a system restart) H670 v2.0 H605 v1.2 H505 v1.2 H350 v2.0 H300 v1.2 S9 * Jabra JX-10 v1.2 BT125 v2.0 (This is the headset that comes with the Warhawk bundle) BT135 v2.0 (This is the headset that comes with the Warhawk bundle) BT150 v1.2 BT160 v1.2 BT350 v1.2 BT500 v1.2 BT5010 v2.0 * Sony-Ericsson HBH-300 v1.1 HBH-602 v1.1 HBH-610 v2.0 HBH-PV702 v1.2 (This doesn't work) HBH-IV835 HBH-IV840 HBH-35(WORKS BUT A BIT OF AN ECHO) * Plantronics Discovery 655 v2.0 Discovery 640 v1.2 Explorer 330 v1.1 Explorer 320 v1.2 Explorer 220 v1.2 M 2300 v1.1 Pulsar 590A v2.0 Pulsar 590E

Voyager 510 v1.2 * Southwing (Cingular) SA505 v2.0 * Cardo Scala 500 v1.2 Scala 700 v2.0 * Encore Electronics ENBTHS-011 v1.2 * HR-US G6 Micro v 2.0 * LG HBM 300 v.1.2 HBM 710 v.1.2 * Tekkeon ET2000 v.1.2 * Samsung WEP170 v1.2 WEP200 v2.0 * Soyo Freestyler 500 v.1.2 * nXZEN 5500 v 1.2 * Nokia BH-200 v.2.0 BH-202 v.1.2 BH-900 v.2.0 HS-26W v.2.0 * Wi-Gear Inc. iMuffs MB210 v.2.0 * VXI BlueParrot B150TK v1.2

* Radio Shack Voice Star VS610 v1.1 * BlueAnt X3 Micro v1.2 * Mad Catz PS3 Bluetooth Headset v2.0 * Nexxus Talksmart Pro 2 v2.0 * BlueTrek X2

Conclusion
The PS3 is a difficult product to evaluate unless you have digged deep into all of its features. However, there seems to be no end to the feature list as half of the promise of the machine is still being written into firmware. Luckily the leftover size of the firmware flash chip this time around is more than half empty, so we can expect this features list to grow. One of the major growth path of the PS3 is upgrading to HDMI compliant HDTV and AV receivers that can handle next generation audio and video formats. The inclusion of Linux makes the PS3 an exciting question mark in the future because you can create any graphical operating system on top of linux. You might say next generation user interfaces and operating systems via the Linux doorway may outshine any limitations of the XMB given enough time. Since the 3D capability of the RSX GPU can now be taken advantaged of from the Linux doorway, the PS3 is now an open box. It is now possible to create anything on the machine, even substitute the Linux section with a full blown multitasking next generation operating system with high performance 3D user interface at its core. Perhaps using the sixaxis to navigate in 3D "Matrix" space, or hook into 3D avatar based operating environments may be the key to next generation 3D operating systems. The only missing piece for accomplishing this goal is a simple install procedure for new applications. Linux is currently limited in user-friendliness, and this is why a new species of 3D operating systems may open up the computing world for the next generation computer enthusiasts. The PS3 fills the void in the home, while the PSP fills the void for mobile computing. Note that there is a possibility that hardware access to the RSX may be removed in future official firmware revisions. This may lead to users hanging on to lower versions of firmware to keep hardware accelerated 3D graphical access available via Linux. The ultimate goal, however, is to replace linux with a more user friendly operating system for installation and running of programs, preferably with RSX direct hardware access. This may open up another market for programmers similar to how the PC did in the past. Crditos e texto original: http://www.edepot.com/playstation3.html,http://en.wikipedia.org/wiki/List_of..._PlaySta tion_3 e para o eclampsium que descobriu este vasto contedo

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