Rayman PSP Homebrew

alfman said:
I'm curious, but do yo have to have a PSP to try out the demos?

Me? Yes, I have a PSP1000 and PSP2000, both with custom firmware. The Rayman demo by Phoebius is funny - Rayman "moonwalks" in it. :mryellow:

The latest by Equilibrium is looking good.

If so (and it probably is): Are there any PSP emulators that runs homebrew?


It's written in Java, so I hope you have a good computer. :lol:
 
Do you use a (reasonably) current linux? I could make an arc of my PSP toolchain for you if you do. I just got through reinstalling it from scratch after updating my Xubuntu install back in May.

Do you plan to support the TV out on the PSP? It's something to consider ahead of time instead of being caught later with everything hardcoded for the LCD at 480x272. Some PSP stuff were easy to get going on the TV (Duke3D, RoTT... anything using SDL). Some would be MONSTERS to get going on the TV, like SNES95. The PSP version of SNES95 is REALLY hardcoded all over for LCD-only display. It would be a real chore to clean it up so you could get it working with TV out.
 
Equilibrium369 said:
Am I right in thinking the quality of the Playstation graphics is much better than the PC graphics, because it looks much better to me.
The PlayStation version apparently uses a broader palette.
 
Equilibrium369 said:
I'm Just trying out the OSLib and it's quite impressive and very simple to use.

Oh, glad you liked it. You can really do some awesome things with that. Have you tried GBA graphics, too? I don't know if there is a sample/tutorial that shows how to export map and tilesets from a picture and use it with oslib.
By the way, I won't be online the next week(s), I'm on holidays. So, see you on msn later. (You can use the rayman sprites in the folder of my game if you want, for the static animation for example)
 
Equilibrium369 said:
I'm now using Windows 7 and I had installed cygwin on it. But no worries, I've just installed MinPSPW instead (last updated June 2009) and it compiles my last Rayman game with no problems. I haven't really thought about TV out support. I have an old original fat PSP which doesn't have TV out anyway but maybe others might want it. I was going to try OSLib at first and compare to the graphics.c file I was using previously. I don't know how easy it is for each to add TV out support.

Sounds reasonably up-to-date. As far as TV support goes, it could be added later, but to make it easier, don't do things like using 480 for the width directly - have a variable that you use instead. As long as you think about things like that, TV support isn't to hard to add.
 
Neat! It's not too often people post code, so I'm always ecstatic when they do. :mryellow:

I'll see if I can't add (and test) TV support.
 
Let the open source contribution begin! :D
Just a shame that I don't have any PSP for such code testing. :(
But I am just wondering: What license would you held this on, or is it public domain? :?:

By the way, you should create a host for this project:
http://sf.net - depends on how big you want the project to be.
http://github.com - this is prefect for "just" the code sharing.
 
I have now created a host for this project: http://code.google.com/p/rayman-psp/

And I've already committed the source code to the repository, and uploaded the binaries (PSP executable and level editor).

Equilibrium369, Phoebius and Chilly Willy, send me your Gmail addresses, so I can set you as the project owners.
If you don't have Gmail, when please create one. :)

By the way, will some of you make a video about this game? I need more frontpage material. :P
Screen recording is possible with PSP by using RemoteJoy/PSPLink to redirect the video and input.

For Windows --------------------------------------------------------------------- For Linux:
 
Most of the distancing characters looks pretty normal to me.
But you could try Notepad++ instead, which is the best text editor for Windows, in my opinion.
You must register an Google Account at least, where you should be able to associate an existing email address: https://google.com/accounts/NewAccount
 
For those who are going to publish new updates of the source code to the Mercurial repository on Google Code, they will need to follow these procedures:

Setup an Mercurial client: http://mercurial.selenic.com/wiki/Download

Retrive the source code:
Code:
hg clone https://rayman-psp.googlecode.com/hg/ rayman-psp
cd rayman-psp

Open the configuration file:
Code:
cd .hg
notepad hgrc [Windows]
nano hgrc [Linux/Mac]

Paste this and edit it:
Code:
[paths]
default = https://rayman-psp.googlecode.com/hg/
[ui]
username = NORMAL NICKNAME/ALIAS
verbose = True
[auth]
project.prefix = https://rayman-psp.googlecode.com/hg/
project.username = GOOGLECODE USERNAME/EMAIL ADDRESS
project.password = GOOGLECODE AUTOGENERATED PASSWORD
You can get the autogenerated password from here: https://code.google.com/hosting/settings


One time preperation:
Code:
cd ..
hg init

Uploading source code changes:
Code:
hg add *
hg commit -m "YOUR COMMENT"
hg push
 
Yeah, thanks. I haven't used mercurial in a long time. I've got the code checked out.

I noticed it is the simple demo, but work has to begin somewhere. It uses oslib for the video, so for TV support, I've got to work on a mod for oslib for TV. So I've also got the latest source released for oslib. While all the video is hardcoded for the LCD, it's at least confined to a single file, so it should be too terribly bad to work on.
 
I don't know if some of you already know it, but I read on IGN that Rayman 2 was launched on Playstation Network available for PS3 and PSP.
 
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