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Author Topic: Sony PSP port?  (Read 58698 times)
Tavis
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Re: Sony PSP port?
« Reply #45 on: February 14, 2006, 03:27:15 pm »

Any new updates? Very interested in this..  Cheesy
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kainenable
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Re: Sony PSP port?
« Reply #46 on: February 25, 2006, 01:24:53 am »

Gaa you try and do something original and you find out someone else is already working on it Smiley. I have just installed cyygwin and all the appropriate toolchains sdk and librarys and started to work on a UQM port. Right now I am in the middle of updating config_unix.h. It seems silly now to duplicate the work of what people have already done so I am hoping to help out a little. It seems that some people on here have a farther head start than I on the port so I am wondering if I might be able to have access to the cvs or svn source. Even if it is only read for now.

What I can focus on is getting some decent keyboard-like support and not the rubbish the psp comes with. Anyway my email is meining@fastmail.fm.
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staar
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Re: Sony PSP port?
« Reply #47 on: March 09, 2006, 02:31:18 pm »

well... i've been working on it too though, one of the previous post says theres a working port with only little difficultys running super melee if I read it right.. I don't know why they wouldn't release a demo version or something to keep us happy instead of just keeping us waitng... I'de be fine without super melee for now if I can straight up just play the main game while i'm witing... anyways, should anyone need an extra team member to help out a bit with the port i'm available... I'm not to great with programing.. I don't know coding really.. though unlike a lot of other people here I do infact have "2" development PSPs.. that is 2 PSPs that are firmware version 1.5... ( I just had to get the white one, heh ) so I can try to run any ports that people may have.... besides that I have access to some new 1.5 psp should I some how manage to break mine....  so feel free to send me an email or something if you want... staarx@yahoo.com Grin
« Last Edit: March 09, 2006, 03:25:41 pm by staar » Logged
sharkus
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Re: Sony PSP port?
« Reply #48 on: March 19, 2006, 08:53:35 am »

I got tired of waiting so I gave it a shot.

You can download it and find more details here:

http://www.dcemu.co.uk/vbulletin/showthread.php?t=20763

-Sharkus
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Re: Sony PSP port?
« Reply #49 on: March 19, 2006, 09:59:41 am »

I got tired of waiting so I gave it a shot.

You can download it and find more details here:

http://www.dcemu.co.uk/vbulletin/showthread.php?t=20763

-Sharkus

well i posted on the other forum that i would like to take a peak at the source, but i don't really wanna keep checking a forum that i don't goto often so i'll post here.  Cheesy

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Re: Sony PSP port?
« Reply #50 on: March 19, 2006, 11:18:37 am »

Where would I get the modified source (or a patch)? (Remember the GPL?)
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sharkus
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Re: Sony PSP port?
« Reply #51 on: March 19, 2006, 04:34:14 pm »

I haven't forgotten...   Smiley

The changes were pretty minor.  Mostly just some changes in the fileio (directory handling) and getting the build.vars.psp just right... Give me a day or two to remove all of my debug/hacks and generate some build instructions.

-Sharkus
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jimparis
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Re: Sony PSP port?
« Reply #52 on: March 19, 2006, 06:27:29 pm »

Hey guys,
Sorry for being slow with this; been really busy lately.  Fortunately, most of what I did to port UQM involved writing and improving SDL and newlib in the pspsdk, so hopefully you didn't spend too much time duplicating work.  You can get my work-in-progress here via Subversion:

Code:
https://jim.sh/svn/jim/devl/playstation/psp/ports/uqm/

The last time I merged with upstream was snapshot 20060110.1200, and you can see the relatively short diffs easily enough:

Code:
svn diff https://jim.sh/svn/jim/vendor/uqm/20060110.1200 https://jim.sh/svn/jim/devl/playstation/psp/ports/uqm/

To build, just run "pspbuild.sh".  Remember to run psp-fixup-imports and strip the resulting binary before transferring to the PSP.
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sharkus
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Re: Sony PSP port?
« Reply #53 on: March 19, 2006, 09:36:13 pm »

Thanks.  I'll take a look.  I didn't have to make any changes to the PSP SDL or newlib libraries so things seem to have improved since you did your initial work.

I'm also pulling a patch together today for my 001 release for those that want to take a look at my source changes.

-Sharkus
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jimparis
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Re: Sony PSP port?
« Reply #54 on: March 19, 2006, 09:41:09 pm »

Quote
I didn't have to make any changes to the PSP SDL or newlib libraries so things seem to have improved since you did your initial work.
I committed all my fixes back in October, so yeah, they should be OK now.
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harleyg
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Re: Sony PSP port?
« Reply #55 on: March 19, 2006, 11:00:58 pm »

I haven't forgotten...   Smiley

The changes were pretty minor.  Mostly just some changes in the fileio (directory handling) and getting the build.vars.psp just right... Give me a day or two to remove all of my debug/hacks and generate some build instructions.

-Sharkus

i dont think you understand. the GPL license requires you to released the source at the time of the program, not days later.
if you didnt want this, shouldnt of released it yet.

and yeah, nice work. its a kickass game
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sharkus
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Re: Sony PSP port?
« Reply #56 on: March 20, 2006, 10:14:55 am »

Slightly more stable version posted at original link with source changes included (and very rough build instructions).

-Sharkus
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Re: Sony PSP port?
« Reply #57 on: March 20, 2006, 10:45:45 am »

i dont think you understand. the GPL license requires you to released the source at the time of the program, not days later.
if you didnt want this, shouldnt of released it yet.
Actually, it doesn't. Section 3.b) of the GPL essentially states that he can distribute the program in executable form as long as he is willing to provide the source code (in machine-readable form) to the executable to anyone who asks, charging only the costs of copying, and makes a written offer valid for 3 years stating this. I'm not a lawyer, but I think this means that writing something like "mail me at foo@example for sources" in the documentation of the binary is enough to satisfy the GPL.
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Re: Sony PSP port?
« Reply #58 on: March 20, 2006, 06:16:45 pm »

Quote
Slightly more stable version posted at original link with source changes included
You really should take a look at how I did things in my port.  The majority of your patch is dealing with path issues, which I fixed in a much cleaner way by just providing a modified getcwd() that returns a standard Unix-style path.  Also, I integrated the PSP as a normal cross target into the build system, rather than just providing a static build.vars.  Finally, creating a separate PSP-specific startup function as I did (src/psp/main.c) lets you easily do other initialization and keeps you from having to make PSP-specific changes to the default options in src/starcon2.c. 

If I get a chance I'll see about syncing my code with a current snapshot (some patches have already been applied upstream).
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sharkus
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Re: Sony PSP port?
« Reply #59 on: March 20, 2006, 07:00:37 pm »

Sounds like some good ideas.  I'll take a look at your changes when I have a chance.  I was not familiar with UQM or PSP development when I started so there is no doubt better ways to handle the changes!

The major issues that still exist:

Using -O2 compiler flag causes instability (Super Melee mode crashes instantly).  -O works much better.
Sometimes UQM runs out of memory (allocating a surface) and crashes.  Normally seen during first pluto trip.
Long load times

If you have any suggestions on the above please let me know!
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