A tour of the PlayStation Mobile SDK

We will now take a quick tour of what is included in the SDK; if you haven’t already, download it from the PlayStation Mobile Developer Portal at https://psm.playstation.net/. The SDK includes the components that we will discuss now.

PSM Studio IDE

The PSM Studio is a complete IDE derived from the popular open source MonoDevelop project. It includes a complete code editor, project management system, and integrated debugger. It contains most features you would expect of a modern IDE such as unit testing, code completion, and refactoring.

PSM Studio IDE

Compiler and runtime

PlayStation Mobile is built on top of the Mono compiler and virtual machine. In addition to the PlayStation provided libraries, it includes the following .NET libraries:

  • System
  • System.Core
  • System.Runtime.Serialization
  • System.ServiceModel
  • System.ServiceModel.Web
  • System.Web.Services
  • System.Xml
  • System.Xml.Linq

In addition to those standard .NET libraries, Sony has provided the following libraries:

  • Sce.Pss.Core
  • Sce.Pss.HighLevel.GameEngine2D
  • Sce.Pss.HighLevel.Model
  • Sce.Pss.HighLevel.Physic2D
  • Sce.Pss.HighLevel.UI

You can also make use of any existing C# code that does not require native access. We will look at each of these libraries in more detail throughout the book.

UIComposer

The UIComposer enables you to visually create user interfaces. It includes a comprehensive set of widgets including buttons, text fields, progress bars, flip panels, scrolling areas, and more. Ultimately UIComposer is a code generator that will output a .cs file that makes use of partial classes to keep your application logic separate from system generated code. If you are familiar with WinForms, this will be instantly comfortable for you. It is a drag-and-drop environment, enabling you to build your user interfaces in a visual manner:

UIComposer

Other utilities

The SDK includes a number of utilities for importing your various assets for use in your game. There is a command line based model converter for importing your 3D model into PSM’s native MDX format. There are also tools for importing Flash animations, and graphical shaders, as well as a tool for creating on-screen controllers for Android devices. Finally, there is the PublishingUtility, which is used to prepare your application for deployment to the online store as well as for creating downloadable content. Assuming a default installation, all these tools and more are located in the folder C:\Program Files(x86)\SCE\PSM\tools. We will cover many of these tools in detail later in the book.

PlayStation Mobile certified devices

PlayStation Mobile can target the PlayStation Vita, as well as a growing number of PlayStation certified devices. Currently this includes a number of Xperia mobile phones, Sony Android tablets, and a series of HTC phones. You can see a full list of certified phones at http://www.playstation.com/psm/certified.html.

It is hard to believe the level of technology being packed into these devices. Let us now see the specifications for the PlayStation Vita and HTC One X phones, two supported devices.

PlayStation Vita specifications

The following are the system requirements for PlayStation Vita:

  • ARM A9 Quad Core processor
  • PowerVR SGX543MP4 Quad Core GPU
  • 512 MB RAM and 128 MB Video RAM
  • 5" 960x544 pixel multi-touch display
  • GPS, two cameras, two touch sensors, gyroscope, dual analog sticks

HTC Hero One X specifications

The following are the system requirements for HTC Hero One X:

  • ARM A9 Dual or Quad Core Processor (depending on region)
  • NVidia Tegra3
  • 1024 MB RAM with 16-32 GB of storage
  • 4.7" 1280 x 720 pixel multi-touch display
  • GPS, Gyroscope, G-Sensor, Proximity Sensor, two cameras

As you can see, PlayStation Mobile is running on some remarkably capable hardware. It’s hard to believe how far things have come when you consider the original PSP was running on a single CPU running at 333 MHz with only 32 MB RAM while the Gameboy DS was powered by a pair of CPUs running at 67 and 33.5 MHz, respectively, with a paltry 4 MB of RAM. This generation of handheld devices is sporting hardware comparable to what is found in the PlayStation 3 and Xbox 360!