SN Systems were in the business of creating excellent 3rd party development tools and many game development studios relied on them to provide first class tools for console development. The PSP was no different and SN Systems started developing its PSP version of its popular ProDG SDK sometime in 2003 (as far as we know).
SN Systems (Creator of Development Tools)
For more information about SN Systems check out this post.
Although SN Systems were later bought by Sony in 2005, the 2004 version of the SDKs are a true third party SDk competing with the official Sony software development kit 1.
The SN Systems ProDG tools were later incorporated into the official Sony PSP SDK, the first version that did this is unknown but it was present in the 6.6.0 release from 2011.
The SDK contained the SN Systems Compilers (SNC C/C++) which were optimised specifically for the handheld’s cpu architecture, allowing faster assembly code to be generated compared to Sony’s standard SDK.
The SDK contained a few main parts:
The SDK also contained the ProDG Tuner (Tuner-LE) which was used to for game optimization by visualising code and providing information about where the main bottlenecks are 2.
Similar to the ProDG SDKs for other consoles this SDK included the Target Manager which allowed shared usage of multiple PSP development Kits via the internal network.
Proview is an optional part of the SDK tailored to artists, this allows them to test how their assets look and run on the PSP hardware without having to create a new build of the game. This can be run through the previously discussed Target Manager meaning any artist PC could connect to it similar to a shared network printer.
The first version of the Client License Manager was from October 2004 (according to the CLM pdf documentation.)
So far we only know of one version number to exist:
But we are not sure if the 2.7.1 is the version number for the whole ProDG SDK or something else, each part e.g ProView, ProDG etc has their own version number with max being 1.6.0 for the Tuner so it is possible that the 2.7.1 is unrelated to ProDG completely.
No versions of the original third party 2004 ProDG SDK for the PSP have currently been leaked to the internet, although a photo of it had been shared to Andrew Borman’s Twitter:
When you know, you know pic.twitter.com/23r0yLiAd1
— Andrew Borman (@Borman18) March 26, 2021
However version 6.6.0 of the official SDK does contains the ProDG installers from 2011:
The ProDGforPSPv1.4.1.exe installer is the last version we are aware of for the PRODG SDK and was released in the official Sony SDK version 6.6.0 in 2011.
It is a windows setup executable thats installs the main SDK to *C:\Program Files\SN Systems\PSP* but not the Artist tools (ProView) or the performance optimizer (Tuner).
The 1.4.1 release contained the following development tools:
checks for any versions of Visual Studio:
It installs into *C:\Program Files\SN Systems\PSP* :
It requires the PSP Hardware SDK (SCE_PSP_HW_ROOT) to be chosen e.g C:\usr\local\PSP\devkit this should have alreadsy been installed:
After the ProDG installer has run it will have created two new folders in *C:\Program Files\SN Systems\PSP* :
The Common Folder contains two sub folders;
The Client license manager needs to be run as Administrator SNLauncher.exe giving the following screen:
When run it gives the following screen:
The snclm.exe executable opens the following window:
Its not particularly interesting, but I was surprised that it was still bundled with the latest version of the Official SDK as the license registeration is very SN Systems specific.
The PSP Folder contains the main ProDG SDK files, with the compilers in the ./bin folder and the include files in the ./include folder.
This SDK also includes version 4.6.2 of STL Port, which is a multiplatform ANSI C++ Standard Library implementation.
This folder contains the static libraries that make up the ProDG SDK pre-compiled for PSP. You will need to include these in your build if you use the SN Systems C/C++ compiler.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
COPYING | , .NEWLIB | |
libc | .a | Static Library archive of the standard C library |
libgcs | .a | Static Library archive of Internal compiler functions |
libm | .a | Static Library archive of Math functions sin, cos etc |
libsn | .a | Static Library archive of SN Systems helper functions such as snNotifyDebugger |
libsncpp | .a | Static Library archive of libCPP run time support for C++ code. If you write any C++ code then you must link this library. It provides C++ functionality that is automatically used by the code generated from the compiler. |
libsnoverlay | .a | Static Library archive of functions like load_psp_overlay |
libstl | .a | Static Library archive of STL (STLPort presumably?) |
psp | .ld | Linker script |
This folder contains all the compiled executables for compiling with the Sn Systems Pro DG SDK.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
BlankElf | .exe | BlankElf version 1.2 used for submitting bug reports to SN Systems without leaking code |
PSPDebugger | .exe | Connects to the PSP development hardware and allows breakpoints and memory editing |
demangle | .dll | |
make | .exe | GNU Make 3.80 SN Build 1.17 |
pspas | .exe | PSP Assembler (pspas 1.1.1737.0 (dev,main @52548 #265261 )) |
pspcfe | .exe | |
pspcor | .exe | Takes in a .B file |
pspcq | .exe | |
pspdemangle | .dll | Used in pspname.exe |
pspipa | .exe | |
pspld | .exe | Linker (pspld version 2.7.63.0) |
pspname | .exe | Takes a mangled (compiled) name and demangles it (pspname 1.0.37.0 (dev,main @17121 #37834 )) |
pspprxgen | .exe | PSP PRX utility - pspprxgen v1.7.174.0 |
psprun | .exe | PSP Target Manager Command Line Tool - PSPRUN v1.8.5.0 (Apr 15 2010) |
pspsnc | .exe | The main C/C++ Compiler from SN Systems |
psptm | .exe | The PSP Target Manager GUI |
psptmapi | .dll | PSP Target Manager API DLL |
psptmapix64 | .dll | 64bit version of psptmapi.dll |
sn_autoexp | .dat | |
snarl | .exe | The SN ARchive Librarian (snarl) follows the same usage as GNU ar (archive for static libraries). |
snbin | .exe | The SN binary utilities program snbin.exe is a tool for manipulating ELF/PRX files and library/archive files. |
We are not really sure the purpose of pspipa.exe, pspcfe.exe or pspcq.exe, if you know the purpose of these executables then please let us know.
The purpose of blankelf is to fill the code sections with zero within an ELF file. The ELF file will then have only debug and symbol information. It is used when customers want to send SN Systems an ELF file that has something wrong with its debug or symbol data, but they don’t want to let a fully working ELF out of the office.
You can use blankelf to zero all the code, which renders the ELF useless. However, even with no runnable code, the SN Systems support team can load the ELF and see what is wrong with its debug or symbol data.
The SN binary utilities program snbin.exe is a tool for manipulating ELF/PRX files and library/archive files. Features include:
The ProDG Target Manager (psptm.exe) is used to control access to any development hardware (targets) connected to your host PC, or remotely on your LAN.
Target Manager must be installed and running in order that other SN Systems applications can communicate with the development hardware.
Target Manager allows you to connect to the target, load and run executable files, send TTY input to the target, and view TTY output from the target.
Target Manager can be used with a range of SCE development hardware.
Target Manager is provided with the following SN Systems products:
The PSP Debugger:
This folder contains the source code for the psprun.exe command line program to gives developers an example of how to use the ProDG Target manager SDK.
It contains a few headers and Visual Studio project files but the main code is in a 1.5K source file called psprun.cpp.
This folder contains…
This folder also contains the following sub-directories:
</section>
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
VSI_OverlaySamples | .zip |
This folder contains examples for scripting with the PSP Debugger.
The script view allows you to execute your own ANSI-C programs to perform complex debugger operations including send/receive data to/from memory. Start or stop execution, set breakpoints, load executable files, customize debugger shortcut menus, draw text and graphics, manipulate files, change the way watches are displayed, execute other programs, etc.
Scripts are plain text files but are compiled at run-time for very fast execution. Scripts can also be auto-loaded at debugger startup and custom script views can be saved and reloaded when you exit and restart the debugger.
This folder also contains the following sub-directories:
</section>
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
BinFiles | .c | BinFiles.c shows how to save and load .bin files. To ensure there is always a .bin file to load, the save .bin file runs first. |
BrokenMenu | .c | BrokenMenu.c is the example used in the documentation to show that it is important to break associations between menu item IDs and the code when adding and removing them. |
IsRunning | .c | IsRunning.c is a short script demonstrating the use of the UnitIsRunning command. |
Menu | .c | Menu.c demonstrates a simple menu example. |
Menu2 | .c | Menu2.c is an example of using menus without interfering with the main program flow (in this case, repeatedly printing a number to the screen). |
Menu3 | .c | Menu3.c is a larger example of menus and notifications. |
RunToAddr | .c | RunToAddr.c shows how the UnitRunToAddress function should best be run in order to ensure that it has completed successfully. |
SetMem | .c | SetMem.c shows how to set a block of memory directly from the debugger on to the target device. |
StartStop | .c | StartStop.c demonstrates the safe use of the UnitStop function. |
StartStopBroken | .c | StartStopBroken.c demonstrates the incorrect use of the UnitStop function. |
addrlookup | .c | AddrLookup.c demonstrates the use of the UnitAddressToLabel and UnitAddressToLine functions and the NT_UNITSTOP notification event. |
autoexec | .eic | autoexec.eic is an example of a startup script. This script loads into the Immediate Mode Script Engine and remains resident. |
balloonProfile | .c | BalloonProfile.c is an example of a simple method of profiling a program. This example has been written to work with the PSP Graphic Library sample “balloon” and measures the amount of time between frames. |
balloonTool | .c | This demonstrates how information about a program can be extracted using the UnitEvaluateExpression in conjunction with the UnitGetMemory command |
balloonTool2 | .c | BalloonTool2.c is an extension of balloonTool.c script that displays graphical output when run in conjunction with the PSP Graphics Sample “balloon”. |
breakpoints | .c | Breakpoints.c demonstrates the ability to add and remove breakpoints. |
drawModes | .c | DrawModes.c is used to demonstrate all of the possible draw modes available for combining graphical and text output to the screen. |
dumpmem | .c | DumpMem.c shows how to use scripts to fetch memory from the target. |
endianSwap | .c | EndianSwap.c demonstrates the endianSwap functions available in the scripting language. |
eval | .c | Eval.c shows an example of the use of the builtin function UnitEvaluateExpression() to evaluate expressions in the context of the target CPU. |
font | .c | Font.c shows how to retrieve and parse a font list from your system. |
notifications | .c | Notifications.c demonstrates how to use notifications by using RequestNotification, GetNotification, CheckNotification and CancelNotification. |
step | .c | Step.c gives an example of the stepping functionality available in the scripting language. This version is a trivial example as the same result could be achieved using the debugger’s built-in functionality. |
test | .bin | written by the BinFiles.c example |
timer | .c | imer.c shows how to use the Notify system to handle custom timer events. |
This folder contains the original baloon demo that is available in the Official PSP SDK from Sony, modified for the SN Systems Pro DG development kit.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
Makefile | N/A | Used to build the source code in the folder (run make) |
balloon | .c, .h, .sln, .vcproj | |
cloud | .c | |
fast_pf4444 | .h | Include file for declaring |
fast_pf5551 | .h | Include file for declaring |
fast_pf5650 | .h | Include file for declaring |
fast_pf8888 | .h | Include file for declaring |
main | .c | |
mssccprj | .scc | |
pole | .c | |
readme_e | .txt | |
readme_j | .txt | Japanese version of the readme |
sphere | .c | |
tex_pf4444 | .h | Include file for declaring |
tex_pf5551 | .h | Include file for declaring |
tex_pf5650 | .h | Include file for declaring |
tex_pf8888 | .h | Include file for declaring |
tex_pfidx4 | .h | Include file for declaring |
tex_pfidx8 | .h | Include file for declaring |
The SN Build Samples folder just contains some really bare bones examples of projects that can be built, it is mainly used for the Visial Studio project files.
This folder contains…
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
Makefile | N/A | Used to build the source code in the folder (run make) |
PrxPreloads | .txt | Blank file |
ReadMe_GP | .txt | Information about how to enable GP optimizations |
hello_world | .c, .sln, .vcproj | Visual Studio project files and a really basic Hello World example |
The **ReadMeGP.exe file suggests enabling GP optimizations in the PRX project, then you need to use the following declaration on your entry point:
int main() __attribute__((gp_safe));
This folder contains and example of a resident library which refers to a system library that is preloaded into the PSP’s memory and remains resident during runtime.
This folder also contains the following sub-directories:
</section>
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
Makefile | N/A | Used to build the source code in the folder (run make) |
callee | .c | This file compiles to the resident library. It contains exported functions and variables. |
caller | .c | This file compiles to a caller module and relies on exported variables and functions in the callee module. |
This folder contains example code for using the SN Systems Math library, the header files are menat to be copied and pasted and modified into the intended purpose.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
SnMathLibDef | .h | Include file for declaring VFPU vector math class sample class definition |
SnMathLibGeneric | .h | VFPU vector math class sample class definition, generic implementation. Intended as a reference and for use in tools. |
SnMathLibVFPU | .h | Include file for declaring VFPU vector math class sample class definition vfpu implementation |
This folder contains zip files that contain a Visual Studio .NET solution, and project configurations for six of the SCE PSP samples:
These are intended to be unzipped over the top of the SCE PSP hardware sample directory.
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
PSP_hw_1.0.3_VSI_samples | .txt, .zip | VS Project files for Kernel version 1.0.3 |
PSP_hw_1.5.0_VSI_samples | .txt, .zip | The VSI projects have been tested with version 1.5.0 of the SCE PSP hardware runtime libraries and VSI .NET v 1.3.0. |
PSP_hw_2.5.0_VSI_samples | .txt, .zip | VSI projects for samples from v2.5.0 of the SCE runtime libraries for PSP hardware. |
PSP_hw_3.9.5_VSI_samples | .txt, .zip | VSI projects for samples from v3.8.0 of the SCE runtime libraries for PSP hardware. |
PSP_hw_5.0.0_VSI_samples | .txt, .zip | VSI projects for samples from v3.8.0 to v5.0.0 of the SCE runtime libraries for PSP hardware |
This folder contains a program that opens a number of TTY devices and waits for data to appear and then writes it back to the same TTY device to demonstrate the new console input function of Target Manager for PSP (V1.3.1 or above).
The files in this folder are described in the table below:
File Name | Extension | Description |
---|---|---|
TTY Echo | .vcproj | Visual Studio project file |
main | .c | Example calling sceIoOpen, sceIoWrite etc |
The installer executable contains the following files:
It installs into *C:\Program Files\SN Systems\PSP*:
After the ProView installer has run it will have created two new folders in *C:\Program Files\SN Systems\PSP* :
When running dpinst.exe you get:
Tuner is designed to work with SCE PSP development hardware DTP-T1000A. It does not work with the SCE PSP Testing Tool or the PSP emulator.
Tuner for PSP version 1.6.0 contains:
After the Tuner installer has run it will have created two new folders in *C:\Program Files\SN Systems\PSP* :
The PSPTuner.exe opens the following window:
It can open .SNT Sn Systems Tuner files.
Although the SDK was (initially) third party it was extremely popular among PSP development studios and many games used the SDK’s excellent compilers and debug functionality.
As this is a third party optional SDK not all PSP games would have used it as it is not a requirement and some just used the standard official Sony SDK.
However the SDK was still very popular and according to TotalVideoGames.com 20 out of the 24 launch titles for the PSP were created using the ProDG SDK! 3.
Known games include:
If you are interested to find out if a certain game used this SDK then you can run the strings command on the main game executable.
Below is an example of strings that hint at the use of the SN Systems SDK:
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1/sdk/PSP/bin/pspsnc.exe -o ",
"..\\nfs\\nfsa.elf",
"..\\nfs\\nfsa.map",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\PSP\\lib\\psp.ld",
"-strip-unused -Wl",
"-strip-unused-data -Wl",
" -lvfpu -G0 -u rm_CompressLitTexture -u rm_Gouraud -u rm_GouraudApt -u rm_TextureApt -u rm_NFSCar_Window -u rm_CompressGouraud -u rm_NFSCar_TextureShiny -u rm_NFSCar_Texture -u rm_NFSCar_Gouraud -u rm_CompressGouraud_minimap ",
"indep\\misc\\main.cpp.obj",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\PSP\\lib",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib",
" --start-group ctrl_stub.a display_stub.a ge_user_stub.a crt0_prx.o kernel_bridge.o ",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\ctrl_stub.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\display_stub.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\ge_user_stub.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\libatrac3plus_stub_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\libwave.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\libsas_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\wlan_stub.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\mediaman_stub.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\mpeg_stub_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\power_stub.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\pspnet_adhoc_stub_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\pspnet_adhocctl_stub_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\pspnet_stub_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\pspnet_apctl_stub_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\pspnet_inet_stub_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\pspnet_resolver_stub_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\pspnet_ap_dialog_dummy_stub_weak.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\rtc_stub.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\utility_stub.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\libkernel.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\libdeflt.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\impose_stub.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\PlayStationPortableSN\\2.7.1\\sdk\\sce\\psp\\lib\\audio_stub_02.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\Apt\\5.03.05\\lib\\psp-sn\\libaptz.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\Apt\\5.03.05\\lib\\psp-sn\\libaptauxeaglrealz.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\csis\\2.07.02-psp2.7.1sdk\\lib\\psp-sn\\libcsiszd.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\snd\\9.09.07-psp2.7.1sdk\\lib\\psp-sn\\libsndzd.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\TRC\\7.01.14\\lib\\psp-sn\\libTRCa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realmemcard\\1.01.10\\lib\\psp-sn\\librealmemcardz.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\EaVis\\2.01.09\\lib\\psp-sn\\libeavisa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\DirtySDK\\releases\\4.3.2.7\\lib\\psp\\release\\libdirtysock.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\DirtySDK\\releases\\4.3.2.7\\lib\\psp\\release\\libdirtygraph.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\DirtySDK\\releases\\4.3.2.7\\lib\\psp\\release\\libdirtystrings.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\netcore\\releases\\2.04.32\\lib\\psp\\libnetcorea.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\videocapture\\1.00.01\\lib\\psp\\libvideocapturea.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\lib\\psp-sn\\libbwaregamea.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\lib\\psp-sn\\libcagea.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\lib\\psp-sn\\libcorea.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\lib\\psp-sn\\libnfsrmsnz.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\eagl\\1.04.14\\lib.psp\\libeaglsnz.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\eagl\\1.04.14\\lib.psp\\libeaglanimsnz.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\eagl\\1.04.14\\lib.psp\\libeaglutilsnz.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\rcmp\\1.01.11\\lib_real5\\psp-sn\\librcmpava.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\rcmp\\1.01.11\\lib_real5\\psp-sn\\librcmpdecodera.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\rcmp\\1.01.11\\lib_real5\\psp-sn\\librcmpvda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realcore\\1.07.21\\lib\\psp-sn\\librealdebuga.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realcore\\1.07.21\\lib\\psp-sn\\librealinputa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realcore\\1.07.21\\lib\\psp-sn\\librealmatha.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realcore\\1.07.21\\lib\\psp-sn\\librealmema.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realcore\\1.07.21\\lib\\psp-sn\\librealsystema.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realcore\\1.07.21\\lib\\psp-sn\\librealcodeca.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realcore\\1.07.21\\lib\\psp-sn\\librealfilea.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realcore\\1.07.21\\lib\\psp-sn\\librealstda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realgraph\\1.00.13\\lib\\psp-sn\\librealfonta.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realgraph\\1.00.13\\lib\\psp-sn\\librealgrapha.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realgraph\\1.00.13\\lib\\psp-sn\\librealshapea.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\realmath\\1.00.10\\lib\\psp-sn\\librealmathz.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\proview\\0.00.01\\lib\\snproview.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\AIP\\5.03.09\\lib\\psp\\libaipa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\depot\\project\\MediaCenter\\1.00.11\\lib\\psp\\libmediacentera.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\AIPFrontend\\libAIPFrontenda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\ai\\libaia.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\animation\\libanimationa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\camera\\libcameraa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\eaxsound\\libeaxsounda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\frontend\\libfrontenda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\hud\\libhuda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\misc\\libmisca.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\physics\\libphysicsa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\render\\librendera.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\world\\libworlda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\generated\\libgenerateda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\ubitypes\\libubitypesa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\ubiengine\\libubienginea.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\ubistd\\libubistda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\Tools\\libToolsa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\generatedpsp\\libgeneratedpspa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\psp\\libpspa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\online\\libonlinea.a",
" --end-group -nostdlib -lgu -lgum -lkernel -lm -lc -lsn -lsncpp -lgcs ",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\nfs\\indep\\misc\\main.cpp.obj",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\AIPFrontend\\libAIPFrontenda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\ai\\libaia.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\animation\\libanimationa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\camera\\libcameraa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\eaxsound\\libeaxsounda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\frontend\\libfrontenda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\hud\\libhuda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\misc\\libmisca.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\physics\\libphysicsa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\render\\librendera.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\world\\libworlda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\generated\\libgenerateda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\ubitypes\\libubitypesa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\ubiengine\\libubienginea.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\ubistd\\libubistda.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\Tools\\libToolsa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\generatedpsp\\libgeneratedpspa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\psp\\libpspa.a",
"C:\\L10N\\Studio\\NFS\\PSP\\nfs3\\branches\\final\\game\\build\\psp-sn-release-jp\\online\\libonlinea.a"
This is all we currently know about this SDK, if you have any more information to share please get in touch!