<!-- ATWINMON v1.06 Re-configurable, E3 Special -->

Original ATMON package and ATNET IOP Modules copyright
Sony Computer Entertainment Inc.,
ATWINMON coded by Jeb, Silicon Dreams Studio Ltd.

Introduction
------------

After a lengthy negotiation and beta testing stage I am happy to finally
release ATWINMON. It is designed to be a replacement for the ATMON package
that gets around the problems with memory placement, allowing for full game
code to be tested using the system.

19/04/2001
----------
Problems with the stack and sceDevConsDraw have been resolved.
Atwinmon will now warn if it fails to initialise instead of resetting to the
shell.
Stack has been relocated and reduced in size. If CW users build with these
values, everything should work fine. It became apparent that different
compilers produced different code size making the previous stack allocation
unsafe.
Target Directory and E3.ISO built using TLIB_223 and CDVD2ISO.
Added CLEAN and GETIOP batch files.


30/03/2001
----------
Major bug fix implemented in Atwinmon which was causing ATNET.IRX to fail.
Bug only became apparent using TLIB_220 or greater.

Also, I have decided to copy what SCEI have done to Atmon. By creating an
Atwinmon.a library, it can be recompiled for any version of TLIB and can also
re-reconfigured. As with Atmon, edit the config file to change the basic
options of Atwinmon. These include network settings and Atwinmon video mode.

The major reason for this is so that I don't have to keep maintaining Atwinmon
releases for each new TLIB release. This will free the code and myself to add
the extra features that have been planned for a while.

E3 Special
----------

Also included in this release is a one off special ISO file, for people who
are considering using Atwinmon as an alternative at this years E3, due to the
current CD-Burner crisis.
This file can be burnt using Adaptec Easy CD-Creator or Nero Burning ROM, on any
CD Writer compatible with those packages.
When burning from Nero, make sure that you choose the correct Data Mode 2 option.
This file will not appear on any releases after E3, 2001.

Contents
--------

README.TXT	This document
GETIOP.BAT	Handy batch file for updating IRX modules and IOPRPxxx.IMG
|---MONITOR	ATWINMON files that can be compiled for new tlibs and config.
|---TARGET	ATWINMON target files for running on a PS2 Debug Station
|---ATDEV	Developement tips for the System.
|---E3		Contains an ISO of Atwinmon for TLIB_223.

The MONITOR diectory contains the files for compiling your own versions of
Atwinmon for whatever TLIB release you are using. Also, by editing config.c
you can also configure Atwinmon's default settings for you network, and screen
mode (NTSC/PAL).

To build type:

MAKE

To clean the directory type:

CLEAN (neccessary when updating to new version of the liraries)

To copy to target directory type

PUT

Further instructions for this can be found in the release notes for ATMON12.


The TARGET directory is very much similar to the TARGET directory in the
ATMON package. The contents of the TARGET should be burnt to a PS2 cd with
all the files in the root directory. Please refer to the instructions for the
PS2 CD/DVD Generator for further instructions on burning PS2 disks.  The
TARGET directory contains the ATWINMON bootable package (SLPS_666.66),
ATWINMON.ELF for proper reset functionality, the ATNET IOP modules from the
ATMON_12 release, and finally the IOP modules from TLIB_221 release.

A GETIOP batch file has been included to make updating library modules more
convenient. Simply type GETBAT IOPRP222 and it will get the correct IRX
modules and the IOPRP222.IMG file and place them in the target directory.
Note: this batch file assumes the libraries are set up in c:\usr\local, please
modify if this doesnt suit your needs.

For operation of the ATWINMON package, please reference the instructions for
the latest Sound Tool release, as well as this document. Windows tools for
controlling the package can be found in my seperate ATWIN release. Note,
ATWINMON is fully compatible with the Linux and Macintosh tools in the Sound
Tool and Graphic Tool releases.

Also included in the release is the ATDEV directory from the ATWIN tools
release. This basically describes how to develop for the ATMON/ATWINMON
system, and produce code that can be run on both Debug Station using
ATMON/ATWINMON and T10K without any recompiling.

Using ATWINMON
--------------

Before booting the ATWINMON PS2 cd, you need to configure your network
settings using the original ATMON. This is to reduce the size of the ATWINMON.
Refer to the Sound Tool Release for details on doing this, or consult your
Network Administrator.  When happy with the settings, save them to the memory
card (8mb) that accompanied your Debug Station. When ATWINMON boots, it will
read the save and automatically configure itself, and will then print the MAC
address and IP address of the Debug Station on the screen. Note that if you
have chosen to configure your network using BOOTP/DHCP, ATWINMON will license
an IP address from the BOOTP/DHCP server. Note, due to the usuage of the ATNET
IOP modules, BOOTP is the only Dynamic allocation protocol supported at the
moment. In short, it works fine with Linux but not with Windows, and is a
legacy of the ATMON release. I strongly recommend Static IP allocation for
Windows users, as I have yet to find a WIN based DCHP server that works with
ATNET.

When the IP address has been confirmed, ATWINMON is ready to receive commands.
At this stage you should refer to the documentation for the latest Sound Tool
release, or the documentation for ATWIN.

Features
--------

The major difference between ATWINMON and ATMON is the size and placement in
EE memory. The original ATMON release used 2 megs of memory starting at
0x00200000, which is fine for artist tools, but useless for testing full game
code.  ATWINMON resides at 0x000a0000 in the kernel space, and has a footprint
of exactly 262,144 bytes. (0x000a0000 - 0x000e0000).
In future releases this may changes, but it seem a good half way point,
enabling game code to steal a bit of Kernel Space back, whilst allowing the
Kernel to expand. We'll see how it goes.

Also, I am hoping to do a quick turnaround on Library releases, usually I can
prepare a new version within half an hour. This assumes that the ATNET IOP
modules still function with the new TLIB release. In the cases where it
doesn't, we will have to rely on the next ATMON release.

Its free, use it! The benefits of using the system show real results. Artists no
longer have to wait for programmers, meaning programmers no longer have to
wait for artists.  At SD we have 10 artists happily sharing 1 Debug Station,
that is value for money.  When it comes to testing, the latest code can be
tested without having to wait for CD's burn, this is really where the system
will come into its own.

Known issues
------------
BOOTP/DCHP lookup only works with servers that support BOOTP, usually Linux
only. Until this is addressed by SCEI in ATMON, we are stuck with it.

Currently there seems to be stalling issues when loading more than 550 files.
This has been tracked down to a problem with the AT*.IRX IOP modules, and
again is only fixable by SCEI. SCEI are aware of the problem and its cause,
and will hopefully include a fix in a future version of ATMON.

Planned Improvements
--------------------
A proper IOP replacement for printf that will return messages to the file
server serving the mcpclient that currently has control. Again, this will be
seamless between T10K and ATWINMON, requiring no special compiles. I'm hoping
to implement this as soon as I can.

Where to go for support
-----------------------
If you are having problems using ATWINMON don't despair. There is a newsgroup
dedicated to help with problems using ATMON/ATWINMON, which already has quite
a following.  This is SCE.DEV.TOOL.ART, and most common problems can be
answered and solved here.  I also monitor the newsgroups regularly, so any
questions should be directed there. If any problems can't be resolved there, I
can also be emailed directly.

Thanks
------

Big thanks go to the follwing people for making this release possible.

SCEI R&D for the original ATMON release, and for showing us the way forward.
Paul Holman, Phil Rogers, Olly Hume and everyone at SCEE for their support.
Gavin Cheshire at Silicon Dreams for generously allowing the release.
Andy Sage for PS2 code support and the SD artists for being Guinea Pigs ;o)

And last, but not least, the biggest thanks go to Rod Mack at SD, for simply
doing what he does best - coding libraries and engines. Without his help
pioneering development for the ATMON system at SD, this release would still
be a long time off. (The printf is coming Rodders, i swear....)

And finally...
--------------

Thanks for all people who have used the ATMON system, and have used the ATWIN
tools as well. Hope you enjoy the release, and that it facilitates us all to
make the PS2 the sucess it deserves so much.

Jeb Mayers
Silicon Dreams Studio Ltd.
Jeb@sdreams.co.uk

