There needs to be a rule about these kinds of posts.
This is not a response to get into this silly topic, this is just a response to shut-up some stupid an ignorant people.
1. Emulator Development in DarkBASIC Professional. This is possible in one of two ways; either utilising IanM's ASM Plugin, which although not as fully functional as NASM/MASM/TASM it is still extremely useful and has the features you require to encode an emulation layer. The second is by accessing the ASM pointers directly via DarkBASIC Professional's pointer system. Although this is much more dangerous and requires you to know the address points for the registers it does also give you full access to the system.
In both methods you will be simply converting TX79 RISC Motorola (in the case of the Playstation2) to x86 Intel calls.
This is harder than it sounds as first you must do a runtime byte-flip operation as all of your values are backwards.
You would then have to encode a wrapper for the Graphics/Sound/Input calls given to the system and place them into a format which DBP can use and run.
Doing such a task within DarkBASIC Professional, is not impossible. Simply very difficult, very complex and it will not have the speed which pure ASM/C based Emulators have. (none of which that i know are particularly impressively fast)
2. Anyone who has ever developed for the X-Box or Playstation/Playstation2 will know that these consoles SDKs come with thier own versions of DirectX.
X-Box with Microsoft DirectX 8.1 and the Playstation2 with Sony DirectX 8.2... Both of which are specially recompiled runtimes to work with that systems Operating System.
Although you could not convert a Win32 -> SCE, you could easily (infact the SDK has the tool to do it) convert Win32 -> XBE.
Your games would need to be recoded specifically to access the Controllers, however apart from that it would port without much hassle.
The Game Creators are already aware of this being possible as there are a number of professional software houses currently using DarkBASIC Professional for prototyping in for thier X-Box games.
(Prototyping DOES NOT mean using it to create the game, simply as a pre-built engine test for features and such.)
3. Codewarrior C/C++ 6.0/7.0 for Playstation2 by
Metrowerks
Sorry but the attitude of some so called 'respected' programmers here is appauling. Although i admit these sort of posts can be annoying, the reaction from these more seasoned users is bringing the entire tone of the forum down.
I'm sure your mothers have told you, "if you can't say anything nice, then don't say anything at all."
It is about bloody time some of you actually started to do that, particularly the so-called moderator in this post.
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