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【原创】黄狗(YELLOW DOG LINUX)官方安装指南(ISO可下载,中文醒目)



【ISO信息】

yellowdog-5.0-phoenix-20061127-PS3.iso 27-Nov-2006 12:06 3.3G

BT下载:http://torrents.thepiratebay.org ... 3566989.TPB.torrent


【视频】

http://www.youtube.com/watch?v=5ZAUfA0eUH0
http://www.youtube.com/watch?v=1vBplJsUhnY
http://www.youtube.com/watch?v=Zrq2hPUooNk

【支持中文】




------------------------------------------------------------

英文原始链接:http://www.terrasoftsolutions.co ... dl5.0_ps3_guide.pdf

PS3版本黄狗5.0操作系统安装指南

【关于黄狗】

一些特点就不多说了。只提一点,在黄狗半年多的开发过程中,SCE也在其中担当了一部分很重要的工作

【准备工作】

一)黄狗安装光盘:
可以从官方网上商店(www.terrasoftsolutions.com/store/,^_^,或者国内JS)购买DVD,或者下载ISO文件烧录DVD-R

二)PS3:
1.将手柄,USB键盘,鼠标插入PS3。手柄在XMB下使用,键盘鼠标在黄狗安装过程中使用。
2.打开PS3
3.在XMB菜单中,Settings ==> System Settings ==> Format Utility ==>Format Hard Disk ==> Yes ==> Yes
4.容量分配设置选择Custom
5.选择容量分配方案,比如20G的PS3的话,可以选择 Allot 10GB to the Other OS 或者 Allot 10GB to the PS3 System(20GPS3,选择为PS3预留10G,那么黄狗的空间只有6.5G,这点容量不够黄狗的完全安装,但是足够黄狗的默认安装)
6.格式化
7.格式化完成以后,“X”键退出,PS3重启

三)准备移动硬盘或者MS,SD,CF卡来存放bootloader installer 和 bootloader
1.至少10M剩余空间
2.在根目录下,建立PS3目录
3.在PS3目录内,建立otheros目录

四)下载bootloader installer
1.下载bootloader installer(1.3M):文件在 http://www.playstation.com/ps3-openplatform/data/otheros.self
2.放在/ps3/otheros目录下,文件名为otheros.self
注释:bootloader installer,又叫做Other OS Installer,作用是安装bootloader,由SCE提供,官方网站在http://www.playstation.com/ps3-openplatform

五)下载bootloader
1.下载bootloader(3.1M):文件在 www.terrasoftsolutions.com/support/install/ps3/otheros.bld
2.放在/ps3/otheros目录下,文件名为otheros.bld
注释:
1.bootloader由第三方提供,比如黄狗的bootloader叫做kboot,作用是实现PS3游戏系统和其他操作系统的相互切换
2.根据SCE官方Q&A,bootloader一旦安装,不能删除,只能被其他bootloader取代。当然,如果游戏系统为默认的话,你感觉不到它的存在

六)安装bootloader installer和bootloader
在安装黄狗之前,必须安装这两个东东,安装过程中不要关机或者拔下移动硬盘
1.将准备好的移动硬盘等等插入PS3
2.在XMB系统菜单中,Settings ==> System Settings ==> Install Other OS
3.按照提示安装完毕
4.在XMB系统菜单中,Settings ==> System Settings ==> Default System ==> Other OS
5.关机

【安装黄狗】

1.打开PS3
2.放入黄狗安装光盘
3.按“TAB”键从以下四项中选择
install:安装(图形界面)
installtext:安装(文本界面)
rescue:修复(图形界面)
rescuetext.修复(文本界面)

注释:
1.如果什么都不选,等待10秒以后自动开始图形化界面的安装
2。要求彩电或者显示器至少支持720P,如果不支持的话,安装界面为低分辨率的文本界面
3。选择以后紧接着是光盘检测画面,OK检测,SKIP不检测(译者注)

【选择语言和键盘类型】

确定有汉语

【分配磁盘空间】

第一次安装会提示,“The partition table on this device sda was unreadable ...”




Automatic Partitioning:自动分配,前三个选项,对于黄狗第一次安装都一样
Disk Druid:第四个选项手动分配,需要手动分配SWAP(至少512M),/HOME(最好1G以上),/(黄狗的默认安装3G,完全安装是8G)

【ROOT密码】

至少8位字母或者数字

【Dependency Check】

大约3-4分钟

【Package Selection】

就是选择安装的软件包。完全安装的话,大约有2000个程序。

默认安装是一些主要的应用软件,耗时1个小时,软件列表在http://www.terrasoftsolutions.com/products/ydl/apps.shtml(内置的网页浏览器是FIREFOX,视频软件是TOTEM)

【重启】

重启大约半分钟,有两个模式选择,ydl或者ydltext,画面左上角会出现6个小企鹅,代表6个SPU(PS3一共有8个,LINUX可以使用其中6个)

第一次启动会做一些时间,用户,声音的系统设置



桌面环境默认E17,也可以选择GNOME(默认安装)或者KDE

[ 本帖最后由 藕是张力 于 2006-12-1 01:19 编辑 ]


本帖最近评分记录
  • ROCKY 发贴积分 +20 原创内容 2006-11-28 18:55

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引用:
原帖由 深蓝LWL1123 于 2006-11-28 14:08 发表
要FORMAT HDD。。。还好硬盘里面除了抵抗和GENJI的存档还有个烂泥摩托外,没别的东西
存档没了比较可惜,貌似不能存到闪存卡上?
还有FORMAT后好象会少了什么词典之类的东西
存档可以存到移动硬盘,MS,SD,CF卡上



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刚发现聊天内置了GAIM


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引用:
原帖由 网上的final 于 2006-11-28 13:47 发表
LZ你什么时候入手PS3啊 ??
明年初吧,看看软件的情况和北京的行情,先用PS2,NGC顶着

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引用:
原帖由 MJ3 于 2006-11-28 14:47 发表
ydl直接支持6个spe?
应该只是可见可用,应用程序完美支持要特别优化

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引用:
原帖由 MJ3 于 2006-11-28 14:59 发表


那ydl包含cell的sdk吗?
http://www.terrasoftsolutions.com/products/ydl/apps.shtml

Cell SDK v1.1

An open source Software Development Kit for the Cell Broadband Engine (CPU), granting code developers the tools required to build applications optimized for the unique qualities of the multi-core Cell processor.

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引用:
原帖由 tdkgtm 于 2006-11-28 15:36 发表

...
深蓝和你当初的约定
藕和深蓝哪有约定,藕只是和猛男说,他要是不着急的话可以藕们俩一起买

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引用:
原帖由 tdkgtm 于 2006-11-28 15:44 发表
是么,那就是一时口快了
当初还说黄狗出来要测评的是你吧?
那藕自己挖坟了,是不是这个帖子

http://www.tgfcer.com/club/thread-5811401-13-1.html

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引用:
原帖由 红叶 于 2006-11-28 23:04 发表
散了散了,没图形加速,当打字机用啊
05E3的时候,CELL同时解码12个1080P视频的情形还历历在目

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引用:
原帖由 qyqgpower 于 2006-11-29 07:50 发表
真滑稽了,没有RSX连显存都不能用,怎么往屏幕上高速update你“强大的”Cell解压缩出来的数据
其实看官方声明,藕觉得并不是说RSX,显存都不可用,只是说RSX目前只是FRAMEBUFFER驱动

这样的话,/dev/fb0是屏幕缓存的虚拟设备文件,写这个文件就能实现显示,PC+LINUX+MPLAYER在FRAMEBUFFER下也能很好播片

RSX,显存都是可用的,只是目前的驱动还不够完善而已

退一万步说,定制LINUX,升级RSX驱动,这些工作都比破解XMB要简单很多,就是XMB,以后也是自制软件满天飞的

个人观点

[ 本帖最后由 藕是张力 于 2006-11-29 10:34 编辑 ]

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关于qyqgpower的质疑,找了一点PS3 LINUX上的Programming with Frame Buffer的文档

The frame buffer on PS3 platform has been implemented as virtual frame buffer allocated on main memory. We’ll explain how it works and how user program could be control it, here.
Virtual Frame Buffer  and VSYNC

Fig. 2 shows a whole picture of double buffering and VSYNC support with the frame buffer device.



Fig. 2 Virtual frame buffer and VSYNC timimg

Virtual frame buffer is allocated two sides, on main memory in Kernel space. User space application can use this frame buffer with mapping it to user space by mmap(). With mmap() against /dev/fb, User can map up to 2 buffers and choose two model. One is “single buffer”. With this model, user can map and draw to frame buffer just same as conventional frame buffer. The kernel daemon would take place flip hvc. The other is “double buffer” model, with it application need to take care to issue flip through ioctl by program itself, although it could achieve flicker-less drawing

Single Buffer Model

Fig. 3 shows timing chart of hypervisor call, dma and irq with a single buffer scenario, inside Kernel.



Fig. 3 VFB behavior in the Linux kernel

The kernelkernel daemon “ps3fbd” implements single frame buffer model and controls its dma and flip using hvc.

   1. In the GPU side flip is done at vsync timing and after finishing it, the interrupt is issued to the kernel. Handling the interrupt, the kernel daemon requests dma via hyper visor and the data in the frame buffer on main memory is transferred to the GPU. This hvc is blocking call.
   2. The daemon calls non-blocking FLIP request via hyper visor. At the next vsync timing, flip will be done in the GPU side.
   3. Return to 1.

Double Buffer Model

Fig. 4 shows timing of IOCTL, hypervisor call, dma and irq with double buffer scenario.



Fig. 4 IOCTL usgae from the user Application

From the user applications, the frame buffer can be used with double buffering as following.

   1. Get a screen size and number of frame buffers by ioctl PS3FB_IOCTL_SCREENINFO.
   2. Stop the “ps3fbd” which performs flip in the kernel by ioctl PS3FB_IOCTL_ON. Then flip will be controllable from the user space.
   3. Wait the next vsync by blocking ioctl FBIO_WAITFORVSYNC.
   4. After the vsync, call blocking ioctl PS3FB_IOCTL_FSEL with frame buffer number in user space. This number indicates which frame buffer will be used at the next flip. After calling the ioctl, the data in the frame buffer is transferred with dma and flip request is issued in the kernel.
   5. Return to 3.
   6. Call the ioctl PS3FB_IOCTL_OFF at the end of the applications.

Sample Code

You can find  the sample code as "vsync-sample" pacakge.

This sample code is a simple drawing program with frame buffer using double buffering.

How to compile
    To build binaries, simple use make as follwos.
    % make clean; make
How to run
    Before running the sample code,  get root privilage which /dev/fb0 operations require.
    Sample 1 -  shows "moving line" with double buffering.
    #  vsync 1
    Sample 2 -  shows "moving line" with single buffering.
    #  vsync 2
    Sample 3 -   red and blue screen by turns with double buffering
    #  vsync 3
What it shows
    The code shows how to use ioctl for frame buffer with double buffering. Brief description is as follows. Please check the source code "vsync.c" for more details.

    After opening /dev/fb0 and get handle, you can use ioctl for frame buffer in the kernel via /dev/fb0. Check the size of the frame buffer by ioctl and map it to the user space. After writing data to the buffer in the user space, issue ioctl PS3FB_IOCTL_FSEL and then the data will be displayed at the next vsync timing. You can get this timing by blocking ioctl FBIO_WAITFORVSYNC, after returning the ioctl you can reuse the buffer. Fig. 4 shows ioctl and flip timing, please see it for more details. Don't forget to call PS3FB_IOCTL_OFF at the end of your application, or frame buffer in the kernel remains blank.

Note
    You can also use console ioctl to switch text/graphics mode. Please check man pages for console_ioctl.

[ 本帖最后由 藕是张力 于 2006-11-29 15:09 编辑 ]

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引用:
原帖由 qyqgpower 于 2006-11-29 18:08 发表

只要你的文件是标准的ts文件,把后缀改成MPG(这点手续在以后升级之后肯定可以省去)就直接能在PS3里播放,等YDL岂不是庸人自扰
都是标准的,还用改什么后缀啊,现在也没有多少视频是绝对标准的

XMB除了MPG,MP4,其他容器或多或少都有问题,改后缀也不行

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