I appreciate the work that is being done, but it would be very helpful if they made a good updated tutorial on how we can correctly port anything to the playstation 2, since I have not seen tutorials to have a chain of tools that is most up-to-date and functional. tell my request, personally I am a novice and I had many problems compiling since I do not know if I am doing it correctly
PS2DEV is easy to install on a linux machine, and it setup an up to date and ready to use toolchain. Instructions are on the read.me file of the github repository.
I have a win10 laptop but use a Ubuntu Virtual Machine for all my coding stuff. Linux is a powerful tool to automate some compiling stuff with perl or python scripts (yes you can install everything on windoze, but it gets slower ans slower), while windows is useful for running some homebrew tools not avalable on linux (for PS2 i use it to make system icons and create the iso image).
For a tutorial about porting SDL games to PS2, in the Meritous sources there is all the basic examples you need.
Basic steps for porting a SDL game are:
1) add the code initialiaze the PS2 systems at the beginning of main(): in Meritous there is a .h file with the needed functons. I took them from the SDK examples but had to fix them because the SDK has changed and the examples are not updated. That .h file misses only mass init but can be easily added with the lib you used. There are things that must be initialized in a specific order to avoid conflicts, e.g. SDL joystick must be initialized before the memory card. The reason is hidden in the sources of the PS2 SDL port that I had to study to find a correct order. This is not something that can be teach to a newby
2) respect system limitation for video resolution, HW capabilitied (e.g. never use SDL HW surfaces on PS2), and file system oddities, e.g. PS2 is case sensitive like are linux machines, paths usually uses the slash (/) as separator but the CDROM uses only the backslash (\), can have no more than about 20 files in a directory, uses only capital letters and 8.3 file names format. I learned all this expermenting and using my esperience with a lot of modern and retro systems. Again this isn't something that can be taught, and with every port new strange things can happen, so you have to be ready to find a workaround using your ingenuity. This is the basic skill that defines an Engineer.
3) clean everything before exiting the program
Last thing to remenber porting games to an hacked console is that they are not resilient to using their resources out of the specs, so a single byte memory leak, or not releasing unused resources, or reading a not existing file (from CD), can hung the system or block some of its devices, so often when you port a game to such hacked system you have to clean the code written from other people.
To solve such problems you need debugging skills and without specific debugging tools you need to be creative. I spend about 4 hour of debugging for every hour spent porting.
If you have specific issues to solve I can try to help you. But consider I'll be very busy till the end of August, I'm working to two Atari Lynx games for a coding competition and I'm in terrible delay on the schedule.