PS2 is already at the level where hardware only knows about 3D.
Also its programming model is closer to something like Vulkan, thanks to the Emotion Engine.
Meaning having to create command buffers and command lists, and then dispatch them via DMA to the GPU.
Or by doing GPU shaders, which on the PS2 means Vector Unit Assembly (similar to MIPS).
So even for 2D games there is quite a bit of boiler plate to write up, until something gets properly displayed on the screen.
Those lucky enough to get a Linux Kit for the PS2, could use a kind of mini-GL implementation, PS2GL, that would make it a bit easier, given that PS2 Linux did not have access to the APIs for professional game developers.
There is a copy of the web site still available, with the programming guides.
Also its programming model is closer to something like Vulkan, thanks to the Emotion Engine.
Meaning having to create command buffers and command lists, and then dispatch them via DMA to the GPU.
Or by doing GPU shaders, which on the PS2 means Vector Unit Assembly (similar to MIPS).
So even for 2D games there is quite a bit of boiler plate to write up, until something gets properly displayed on the screen.
Those lucky enough to get a Linux Kit for the PS2, could use a kind of mini-GL implementation, PS2GL, that would make it a bit easier, given that PS2 Linux did not have access to the APIs for professional game developers.
There is a copy of the web site still available, with the programming guides.
http://ps2linux.no-ip.info/playstation2-linux.com/index.html