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Author Topic: Sony PSP port?  (Read 58932 times)
jinxie
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Sony PSP port?
« on: October 15, 2005, 03:33:33 pm »

Good day. Any plans to port UQM onto Sony Playstation Portable console - as a firmware 1.50 homebrew, perhaps? Its screen resolution is big enough to fit the graphics, it's powerful enough even for some scaling and resampling, and all the big MemorySticks will hold all the content with no problems.
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Re: Sony PSP port?
« Reply #1 on: October 15, 2005, 09:09:55 pm »

People often suggest porting UQM to this console or that console. Most of the time, the response is simply "Good idea! Tell us when you're finished." or something to that effect.

The problems with developing for consoles are (off the top of my head):
  • Most of the development team don't have the console you want a version for.
  • As programming environments go, consoles are quite different to general-purpose computers.
  • Consoles come and go, while the major workstation operating systems (Windows and Unix derivatives) stay pretty much the same or at least mostly backwards compatible.
  • Many console makers actively discourage homebrew development through technical or legal limitations on home development.

A port of SDL for the PSP apparently exists, so porting UQM to the PSP shouldn't be too hard. Still, there are a lot of issues to be ironed out, and I haven't heard anyone mention an interest in doing a PSP port.
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jinxie
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Re: Sony PSP port?
« Reply #2 on: October 16, 2005, 02:38:19 pm »

Yes, I heard of SDL port for PSP.

Thank you for a very consistent reply. Unfortunately, I'm no coder (although I quite undestand the basics as I'm employeed in related industry, I severely lack skill), so hmmm... perhaps some donations might help. I'm willing to donate - it's not like "let me pay to get a PSP port in a near future", it's more like "let's bring some incentive to the topic".
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icurafu
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Re: Sony PSP port?
« Reply #3 on: October 29, 2005, 07:07:39 am »

FYI,

I'm about halfway into a port for the GP2X console.

http://en.wikipedia.org/wiki/GP2X

I'll write a thread about it once it runs.

The game will run on QVGA to begin with at 16-bit.  Then I'll start adding more features, like 32-bit and two player support.
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meep-eep
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Re: Sony PSP port?
« Reply #4 on: November 01, 2005, 02:03:18 pm »

CVS now contains support for Tremor which you can use instead of libogg/libvorbis when floating point support is not available or slow.
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jimparis
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Re: Sony PSP port?
« Reply #5 on: November 02, 2005, 11:26:39 pm »

I am working on a PSP port.  The UQM code is good, so most of the "porting" has involved improving and fixing the pspsdk and PSP SDL.  My current version is partially playable, although there are some memory issues during the game, and I get occasional hangs during Super Melee that I still need to track down.  The libTremor support will be very helpful, thanks.  Once I get things a bit more stable I'll let you know.

Unfortunately I don't actually have a PSP to develop on at the moment, as I upgraded mine to 2.00 to play the new GTA game, but I'll probably downgrade back to 1.50 when I finish that, or maybe just buy another PSP for development work.
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meep-eep
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Re: Sony PSP port?
« Reply #6 on: November 03, 2005, 04:55:10 am »

As I understand it, the PSP has native floating point support (unlike the GP2X). So why would you chose Tremor over libvorbis/libogg? Are there other advantages? Memory usage?
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Re: Sony PSP port?
« Reply #7 on: November 03, 2005, 08:39:20 am »

The PSP only supports single-precision floats, and libvorbis uses doubles a lot.  Also, my eventual goal would be to move the ogg decoding to the second CPU, which lacks a FPU.
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Re: Sony PSP port?
« Reply #8 on: November 03, 2005, 02:30:58 pm »

FYI,

I'm about halfway into a port for the GP2X console.

http://en.wikipedia.org/wiki/GP2X

I'll write a thread about it once it runs.

The game will run on QVGA to begin with at 16-bit.  Then I'll start adding more features, like 32-bit and two player support.

Man,

I think you'll make me buy the GP2X sooner than I expected... :-)

Too bad GP32 never had a port (wich I believe would have been too slow).
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Re: Sony PSP port?
« Reply #9 on: November 28, 2005, 06:28:34 pm »

Most of the development team don't have the console you want a version for.

Someone suggested pooling money together - perhaps this could be used to buy them PSPs?  The trick is getting them a PSP that has 2.0 or earlier firmware so it can be downgraded to 1.5.

As programming environments go, consoles are quite different to general-purpose computers.

Not if they can all be programmed in C.  C is the same if it's on a console or on a 'general-purpose' computer.

For PSP firmware revision 1.5, there is PSPSDK, which contains a minimal port of the standard C library, as well as other underlying support tools available here:

http://wiki.pspdev.org/psp:pspsdk

Many console makers actively discourage homebrew development through technical or legal limitations on home development.

Who ever said we have to get the console makers involved?
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Re: Sony PSP port?
« Reply #10 on: November 28, 2005, 07:20:02 pm »

Many console makers actively discourage homebrew development through technical or legal limitations on home development.
Who ever said we have to get the console makers involved?
You're missing the point. The console makers are getting themselves involved by modifying firmware to prevent homebrew software from running (as in the case of the PSP you mention) or by taking legal action against non-licensed developers (e.g. Nintendo).
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Re: Sony PSP port?
« Reply #11 on: November 30, 2005, 02:53:53 pm »

i would love to see this topic show up on the ZSNES forums Grin
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Re: Sony PSP port?
« Reply #12 on: December 13, 2005, 03:55:06 pm »

i would love to see this topic show up on the ZSNES forums Grin

Unfortunately ZSNES in its current state will never be ported to the PSP (or to any gaming platform except perhaps the XBox) due to its reliance on Intel assembly code.

The assembly code would have to be ported to C (which would kill low-end system speed which is what ZSNES has always been about), or to platform-specific assembly (which takes a lot of patience and man-hours).
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Re: Sony PSP port?
« Reply #13 on: December 17, 2005, 07:34:26 pm »

Jimparis, I want to help you in porting Ur-Quad Masters to the psp. I have had fond memories playing it on the pc a few years back and having it on the psp would be spectacular. I have the latest sdk installed along with most of the necessary libraries.

I have a question though...what was the build configuration that you used to compile the game. From what I can tell in the source, it isn't quite straightfoward to just "make" it.
This could be a good experience for me to port other games also. I wanted to port Abuse also but again am stumped by the ./configure type stuff.
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meep-eep
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Re: Sony PSP port?
« Reply #14 on: December 17, 2005, 08:20:41 pm »

./build.sh uqm
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“When Juffo-Wup is complete
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