SN Systems ProDG PSP SDK

Edit on Github | Updated: 26th March 2021

Introduction

What is the SN Systems ProDG PSP SDK?

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.

What was contained in the SDK?

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:

  • ProDG Tuner (TunerforPSPv1.6.0.exe) - Game optimization
  • Target Manager (ProDGforPSPv1.4.1.exe) - Development Kit managment interface
  • Proview (ProViewforPSPv1.2.1.exe) - Artist preview tool

ProDG Tuner

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.

Target Manager

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 (Proview-LE)

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.

What are the known versions of the SDK?

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:

  • 2.7.1 - used in Need for Speed

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.

Have any versions of the SDK been leaked?

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:

SN Systems C/C++ Compiler

However version 6.6.0 of the official SDK does contains the ProDG installers from 2011:

  • ProDGforPSPv1.4.1.exe - The main SDK including the Target Manager
  • ProViewforPSPv1.2.1.exe - The Artist development tool
  • TunerforPSPv1.6.0.exe - The Performance optimizer

Pro DG for PSP 1.4.1 (ProDGforPSPv1.4.1.exe)

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:

  • Assembler v1.1.1737.0
  • SNC PSP C/C++ Compiler v1.2.7503.0
  • Linker v2.7.63.0
  • PRX tool v1.7.174.0
  • Debugger v2.9.9
  • Target Manager v1.8.5
  • Target Manager SDK
  • Libraries
  • Utilities
  • Visual Studio Integration v1.8.7

Installation process

checks for any versions of Visual Studio: Installer

It installs into *C:\Program Files\SN Systems\PSP* : Installer

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: SCE_PSP_HW_ROOT

Installed Files

After the ProDG installer has run it will have created two new folders in *C:\Program Files\SN Systems\PSP* :

  • Common - Client License Manager
  • PSP

Common Folder

The Common Folder contains two sub folders;

  • bin - Contains the two executables SNLauncher.exe and snclm.exe
  • help - Documentation about the Client License Manager in both English and Japanese in PDF and CHM formats

The Client license manager needs to be run as Administrator SNLauncher.exe giving the following screen: Error with SNLauncher

When run it gives the following screen: SNLauncher.exe

The snclm.exe executable opens the following window: snclm

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.


PSP Folder

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.

/PSP/lib Folder

/

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

/PSP/bin Folder

/bin

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.

BlankElf - Used to submitting bug reports to SN System

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.

Snbin - Binary utilities

The SN binary utilities program snbin.exe is a tool for manipulating ELF/PRX files and library/archive files. Features include:

  • Stripping of sections, symbols and debug data
  • Dumping of section headers, symbol tables and program headers
  • Dopying sections to a binary file
  • Renaming sections

PSP Target Manager (psptm.exe)

image

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:

  • ProDG
  • ProView/ProView-LE
  • Tuner

PSP Debugger

The PSP Debugger: image

/PSP/sdk Folder - Example of Target Manager SDK

/sdk

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.


ProDG Examples (/PSP/examples)

/

This folder contains…

This folder also contains the following sub-directories:

  • SN Build Samples -
  • Debuggerv2.Xscripting - Examples of PSP Debugger Scripts
  • SNC VSI Projects for SCE PSP Hardware Examples -
  • TTY Echo - </div>

</section>

The files in this folder are described in the table below:

File Name Extension Description
VSI_OverlaySamples .zip  

Debuggerv2.xscripting (/Debuggerv2.Xscripting)

/Debuggerv2.Xscripting

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:

  • balloon - The Standard Sony Balloon demo from the official PSP SDK </div>

</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.

Balloon (/Debuggerv2.Xscripting/balloon)

/balloon

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

SN Build Samples

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.

Helloworld (hw) (/SN Build Samples/HelloWorld (hw))

/HelloWorld (hw)

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));

Resident library example (/SN Build Samples/Resident Library Example)

/Resident Library Example

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:

  • ResidentLibExample - Just contains the Visual Studio config needed to build both cllaer and calee </div>

</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.

SN Math library (/SN Build Samples/VFPU examples/SnMathLib)

/SnMathLib

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

SNC VSI projects for sce psp hardware examples (/SNC VSI Projects for SCE PSP Hardware Examples)

/SNC VSI Projects

This folder contains zip files that contain a Visual Studio .NET solution, and project configurations for six of the SCE PSP samples:

  • graphics\balloon
  • graphics\cube
  • kernelutils\exitgame
  • mpeg\mpegstr
  • net\adhoc\pdp_echo
  • sound\at3doubleplay

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

TTY echo (/TTY Echo)

/TTY Echo

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

ProView for PSP 1.2.1 (ProViewforPSPv1.2.1.exe)

The installer executable contains the following files:

  • Target Manager v1.8.4
  • Target Manager SDK
  • Files to create a bootable ProView disc image
  • Command-line utility: psprun.exe
  • Documentation in CHM and PDF format

Install Process

It installs into *C:\Program Files\SN Systems\PSP*: image

Installed Files

After the ProView installer has run it will have created two new folders in *C:\Program Files\SN Systems\PSP* :

  • drivers - folder with Driver Package Install (dpinst.exe)
  • target - folder with different Kernel DiscImages, 1.5.2->6.0.0
  • examples/proview - folder with proview example projects
  • help/ProViewRelease Notes
  • include/sn_proview.h
  • lib/snproview.a
  • legal/ProView_PSP_SUL.txt

When running dpinst.exe you get: image


Tuner for PSP 1.6.0 (TunerforPSPv1.6.0.exe)

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:

  • Tuner (psptuner.exe)
  • Target Manager (psptm.exe)
  • Demangler (pspdemangle.dll)

image

Installed Files

After the Tuner installer has run it will have created two new folders in *C:\Program Files\SN Systems\PSP* :

  • /bin/PSPTuner.exe
  • /help/Tuner-PSP-E (pdf and chm) Also contains a Japanese version (-J)
  • /help/Tuner_Release Notes-E.htm Also contains a Japanese version (-J)
  • /include/SNTuner.h
  • /legal/Tuner-PSP_SUL.txt
  • lib/SNTuner.a

The PSPTuner.exe opens the following window: image

It can open .SNT Sn Systems Tuner files.


Usage in Games

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.

What games used the ProDg PSP SDK?

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:

  • Need for Speed games

How do I find out if a game uses the PRODG SDK?

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!

References

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