Pages: 1 [2]
|
|
|
Poll
|
Question: |
do you want SC2 on PSP?
YES!!! Sign me up!! |
|
3 (42.9%) |
sure, i guess.... |
|
0 (0%) |
i dunno. |
|
0 (0%) |
not really. |
|
2 (28.6%) |
NO WAY!!!!!!!! |
|
2 (28.6%) |
|
|
Total Voters: 7 |
|
Author
|
Topic: Need SC2 source code (Read 5892 times)
|
Novus
Enlightened
Offline
Gender:
Posts: 1938
Fot or not?
|
well what I mean by converting the files is ( I'll try to stay un-technical)
Actually, it might help if the discussion were more technical; it's hard to be specific in non-technical terms. Also, you can pretty much assume that anyone participating in this conversation is familiar with compilers and associated technology.
I have used cygwin in conjuntion with psptoolchain and sdk... its a thing that basically make the covertion process from a source code to psp format... you just go into the folder the source is in and in therory it suppost to generate the file if you type "make".... I found out that it isn't that easy.. you see the source is aparently suppost to have a makefile which is what the program goes off of to make the files...
kind of like directions for cygwin to follow while its doing it's thing (coverting) so this took about 5 or 10 minutes to go through everything and I guess change it to a suitable format for the psp..
UQM doesn't use make, so you'll have to adapt the build scripts in build/unix instead. Normally, the build scripts will use the native compiler and libraries, so you'll have to modify them to use the PSP ones instead (otherwise, you'll just get a native program). Alternatively, you could try to construct a makefile for UQM. Is this what you've done?
By the way, where did you find PSP versions of the libraries UQM needs? You need SDL, zlib and SDL_image at least, and probably libogg and libvorbis, too. Generic versions of the others might work, but SDL is very system specific.
a another thing happened that was another road block that I'm at now... after this is done, the program should spit otu a usable .pbp (.exe) file for you.. of course it didn't though.. no way! that would just be to convient and easy... so I moved on to the next part of my porject... which is using a pbp packer to go through and pack all the source files it convered in to a .pbp (in this case it would be kind of like making a winrar archieve)
The sample makefiles seem to include /usr/local/pspdev/psp/sdk/lib/build.mak, which contains most of the stuff needed to produce a PBP archive.
also I have noticed somthing quite odd my last few posts and that is the clock said something like 2:xxPM when it should have said something more like 5:xxAM... just an observation...
This forum is based in the Netherlands and therefore uses Central European Time by default.
|
|
|
Logged
|
|
|
|
staar
Zebranky food
Offline
Gender:
Posts: 19
|
Netherlands eh?
I'm quite the amatuer programmer ... I basically know nothing about it... I did learn somethings by reading some tutorials.. hardly enough to do my own hardcoding of an awesome game like star control... anyways what I can't do with knowledge I can do with luck I guess... at least thats how I've been doing my work on this so far... at least I think its the luck because this really isn't a simple task.... frankly speaking this "IS" beyond my programming knowledge but with the few things they have put out there I'm heading in a positive direction...
it acually sound like you know more about this than I do... basically I been walking in the dark without a light trying to put this thing together... I'd be more than happy to help someone who is also working on it what ever resouces I could pull together.. I can be very resourcful...
not knowing stuff well in the programming field isn't all bad though... I do have a good understanding of technical things... growing up in the dos age with an uncle who builds computers helped me through a few rough times.... mostly working with programs and what not and basic understand of how things run... I know my way around a psp pretty well too... besides that I know about nintendo ds pretty well but that problebly isn't going to be something that poeple are going to play star control on since it take some effort and money to play homebrew on a ds.. and because homwbrew on DS isn't really the hot spot since the PSP came out trying to make the game work for it would be hell... but i can think of great ways to use the system if it were possible... *example - using the touch screen to drag modules onto the vindicator to make your ship using the touch screen.. or selecting what to say from the touch screen.. something like that... I think it would be awesome...
I have only one question for you, well maybe 2... which are... have you yourself been attempting to make the psp port becasue you seem to know alot about this... and do you by any chance know much about programming.. because you sound like you do... in which case maybe you could give me a tip...
I have a lot of patience and am very stubborn... with my weak programming skills I could eventually come up with a port that is semi working if i'm lucky... but if I had a little expertise I could whip it out a bit quicker than how things are going for me now...
|
|
« Last Edit: March 09, 2006, 05:06:10 pm by staar »
|
Logged
|
|
|
|
Novus
Enlightened
Offline
Gender:
Posts: 1938
Fot or not?
|
I have only one question for you, well maybe 2... which are... have you yourself been attempting to make the psp port becasue you seem to know alot about this... and do you by any chance know much about programming.. because you sound like you do... in which case maybe you could give me a tip...
While I do have some experience in porting and writing games (like most of the UQM developers and contributors), I don't have a PSP, have never used one, nor do I intend to get one. Thus, I'm not very interested in doing a PSP port myself. While I can offer generic advice on what to look out for when porting and point out potential pitfalls, doing a PSP port isn't worth (to me) the time, effort and money required to familiarise myself with a new system, hunt for the required libraries, get the whole mess to compile and then spend ages trying to get it to run swiftly and stably. After all, UQM works fine on my Linux PC.
|
|
|
Logged
|
|
|
|
meep-eep
Forum Admin
Enlightened
Offline
Posts: 2847
|
The psptoolchain you're talking about are the building tools (compiler, assembler, linker, etc) that create binary code (for the PSP) from the source code, like one would otherwise create binary code for Windows, or for Linux. It does not convert files for use on the PSP in any other way. If you've got this working, then you've still got to adapt the source code to the specifics of the PSP platform. So you need to know about those specifics, and you know how to read and write C code. That's what porting an application is all about. Not about running the compiler on the source code, which is just a first minor step, and which seems to be all what you're (almost) capable of doing.
If you want to learn how to port a C application, you first need to learn C. Although in your case, I'd advice you to learn to write readable English first. Punctuation helps a lot.
|
|
|
Logged
|
“When Juffo-Wup is complete when at last there is no Void, no Non when the Creators return then we can finally rest.”
|
|
|
Novus
Enlightened
Offline
Gender:
Posts: 1938
Fot or not?
|
The psptoolchain you're talking about are the building tools (compiler, assembler, linker, etc) that create binary code (for the PSP) from the source code, like one would otherwise create binary code for Windows, or for Linux. It does not convert files for use on the PSP in any other way.
More to the point, staar, it's unclear from your description whether you're actually using the psptoolchain or just compiling Cygwin binaries. I'm having a really hard time guessing what you're talking about.
If you've got this working, then you've still got to adapt the source code to the specifics of the PSP platform. So you need to know about those specifics, and you know how to read and write C code.
At a minimum, you need to know the limitations of the PSP hardware; display resolution and colour depth, sound format size, CPU speed; that sort of thing. You also need to sort out all the libraries UQM uses. If you're really lucky and the libraries exist and work the same way on the PSP and everything compiles properly and works quickly enough, you'd still have to rewrite all the code that relies on stuff that the PSP doesn't have such as a keyboard and a proper operating system.
That's what porting an application is all about. Not about running the compiler on the source code, which is just a first minor step, and which seems to be all what you're (almost) capable of doing.
Even if you manage to get everything to compile, sorting things out so that you can get past the menu without crashing can be a real pain. As I understand it, that was the fate of the last attempt.
If you want to learn how to port a C application, you first need to learn C. Although in your case, I'd advice you to learn to write readable English first. Punctuation helps a lot.
After spending most of the day reading about partial order reduction, all those ellipses make it look like your sentences are supposed to loop.
|
|
|
Logged
|
|
|
|
GeomanNL
*Many bubbles*
Offline
Gender:
Posts: 167
I love YaBB 1G - SP1!
|
Staar, luck will get you absolutely nowhere in programming. Programs as big as UQM are simply too big and complex and if you just change things without knowing what you're doing, you'll just create a bigger problem with every attempt to fix up a previous problem. My unwanted and unasked advice to you about this is: forget it, don't even think about doing it. Feel free to ignore this, and try it, though
|
|
« Last Edit: March 09, 2006, 11:03:00 pm by GeomanNL »
|
Logged
|
|
|
|
|
staar
Zebranky food
Offline
Gender:
Posts: 19
|
i'll just accept that programming would be a bit much and try to get more into c programming first before trying to just do it without learning first... then i might revisit this project if I feel up to the challenge... though I wish luck to anyone else who might be working on a psp port...
|
|
|
Logged
|
|
|
|
guesst
Enlightened
Offline
Gender:
Posts: 692
Ancient Shofixti Warrior
|
Another one bites the dust.
Why is it that big ideas are like lemmings? They always jump headlong and en-masse into the people who will only kill them in the end. (Don't think I'm not talking about myself here.)
|
|
|
Logged
|
|
|
|
Pages: 1 [2]
|
|
|
|
|