Well, to linux at any rate. I'm not really set up for Windows programming at the moment, however, CygWin should be able to handle it assuming a PC port stuck to cross-platform packages like SDL. Porting is usually not that tough as long as the systems are roughly comparable or better. It's when you have to port DOWN that the work becomes significant - like trying to make a Genesis or SNES port of a PSP game.alfman wrote:And thanks for Chilly WIlly for the enlightenmentit was a great post. However, you're saying that porting it to PC won't be any trouble at all? it'll be rather easy for you?
Rayman PSP Homebrew
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Chilly Willy

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Re: Rayman PSP Homebrew
Re: Rayman PSP Homebrew
hehe, yea i can see the problem there
But i dont think a N64 or JAG version of a new game will be very needed, as nobody really needs it
But i dont think a N64 or JAG version of a new game will be very needed, as nobody really needs it
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Rayman9930

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Re: Rayman PSP Homebrew
Try these just in case you're interested.
http://en.wikipedia.org/wiki/Dslinux
http://en.wikipedia.org/wiki/Xbox_Linux
http://en.wikipedia.org/wiki/PS2_Linux
http://en.wikipedia.org/wiki/Wii_linux
http://en.wikipedia.org/wiki/Ps3_linux
Look at them.
http://en.wikipedia.org/wiki/Dslinux
http://en.wikipedia.org/wiki/Xbox_Linux
http://en.wikipedia.org/wiki/PS2_Linux
http://en.wikipedia.org/wiki/Wii_linux
http://en.wikipedia.org/wiki/Ps3_linux
Look at them.
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spiraldoor

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Re: Rayman PSP Homebrew
Do you think there's any way you could have the stars twinkling in the background, like in the PS1 version? The sky looks kind of lifeless here.Equilibrium369 wrote:
It might also be cool to have different background animations, like the clouds in the Dream Forest in the PC version.
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Equilibrium369

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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:18 pm, edited 1 time in total.
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PluMGMK

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Re: Rayman PSP Homebrew
I would think that it's the same as the tilesheets, but then the PSX version uses palette-swapping, doesn't it? 
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Equilibrium369

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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:18 pm, edited 1 time in total.
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PluMGMK

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Re: Rayman PSP Homebrew
I meant the tilesheets for the respective worlds. I know they're not all the same, having worked with Rayman Designer PCXs.
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Rayman9930

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Re: Rayman PSP Homebrew
So do you think you can do it? May not be easy, but I know you can do it, equilibrium! So any more designs?
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Equilibrium369

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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:18 pm, edited 1 time in total.
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Rayman9930

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Re: Rayman PSP Homebrew
Isn't there a way around the problem or an alternate solution?
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Equilibrium369

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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:18 pm, edited 1 time in total.
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bunnieblaster

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Re: Rayman PSP Homebrew
Can you post some screens? Btw I can't use newlines (enters) at the moments because of some weird virus thing... :\
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Equilibrium369

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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:19 pm, edited 1 time in total.
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Rayman9930

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Re: Rayman PSP Homebrew
Exams, hate them. I had another benchmark(test) this week on US history, and I got one on science soon after the math and reading last week two days in a row
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Chilly Willy

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Re: Rayman PSP Homebrew
The rendering on the PSP uses a local coordinate system of 2048 by 2048. As part of the initialization, you generally set some scissors so that only the screen (which is set at the center) actually gets written to the display ram. That's what these lines do:Equilibrium369 wrote:I've been trying to fix some bug for the last few days with no hopeIt has something to do with drawing about 3 or more objects that have a size greater than 0 (repeated images) to the screen at once. Basically the whole game just slows down when I draw certain images with a large size.
Chilly Willy: I'm under the impression that blitting images to the screen which are outside the bounds of the screen are just ignored, is this true? It seems that if I have an object with a large size (several repeated images) and its drawn somewhere off the screen it still has the same bad affect as when I draw it inside the screen bounds. To me that just makes it seem like it must be my code but I just can't see a problem. I could be completely wrong, but maybe swizzling would help. I might upload the source code if it's ok?
Edit: I think I might have fixed it now, although everytime I think that it keeps coming back to bite me lol
I changed the image display system to use a similar one to the collision engine. There is an array of image boxes (a structure with coordinates and index of the Image data) and it gets added to each time a new object is placed when the level is loaded. Then I made it loop through the image boxes array and only blit the ones which have at least some part inside the screen bounds. I still think it might be best to add texture swizzling support though, if it makes that much of a difference.
Code: Select all
sceGuOffset(2048 - (SCREEN_WIDTH / 2), 2048 - (SCREEN_HEIGHT / 2));
sceGuViewport(2048, 2048, SCREEN_WIDTH, SCREEN_HEIGHT);
sceGuScissor(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
sceGuEnable(GU_SCISSOR_TEST);
Anywho, because the cache only holds a certain width, attempting to use more than that width causes the cache to be reloaded. Because the PSP GE renders a line at a time, you'll reload the texture cache SEVERAL TIMES for EVERY SINGLE LINE if you exceed that width. That's why blitting lots of "big" textures gets slow. Slicing the texture into widths that fit in the cache is a tremendous speed boost. A typical blit with splicing looks like this:
Code: Select all
int j = 0;
while (j < width) {
Vertex* vertices = (Vertex*) sceGuGetMemory(2 * sizeof(Vertex));
int sliceWidth = 64;
if (j + sliceWidth > width) sliceWidth = width - j;
vertices[0].u = sx + j;
vertices[0].v = sy;
vertices[0].x = dx + j;
vertices[0].y = dy;
vertices[0].z = 0;
vertices[1].u = sx + j + sliceWidth;
vertices[1].v = sy + height;
vertices[1].x = dx + j + sliceWidth;
vertices[1].y = dy + height;
vertices[1].z = 0;
sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, 0, vertices);
j += sliceWidth;
}
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Equilibrium369

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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:19 pm, edited 1 time in total.
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Chilly Willy

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Re: Rayman PSP Homebrew
Sounds good! If you have any other questions, just ask. The PSP is nice, but there are a few quirks that sometimes take a little experience to figure out.
I kind of figured that most of the engine shouldn't be a problem - how often do 2D games have object cells bigger than 64x64? It would be backgrounds that ran into the slicing issue more often.
I kind of figured that most of the engine shouldn't be a problem - how often do 2D games have object cells bigger than 64x64? It would be backgrounds that ran into the slicing issue more often.
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Equilibrium369

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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:20 pm, edited 1 time in total.
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Rayman9930

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Re: Rayman PSP Homebrew
Keep this going, I can't wait to play it.......................soon
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