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Re: Rayman PSP Homebrew

Posted: Wed Jul 28, 2010 11:03 pm
by Chilly Willy
alfman wrote: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?
http://jpcsp.org/

It's written in Java, so I hope you have a good computer. :lol:

Re: Rayman PSP Homebrew

Posted: Thu Jul 29, 2010 12:00 am
by Equilibrium369
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Re: Rayman PSP Homebrew

Posted: Thu Jul 29, 2010 10:34 am
by Chilly Willy
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.

Re: Rayman PSP Homebrew

Posted: Fri Jul 30, 2010 3:41 pm
by Equilibrium369
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Re: Rayman PSP Homebrew

Posted: Fri Jul 30, 2010 4:14 pm
by spiraldoor
Equilibrium369 wrote: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.

Re: Rayman PSP Homebrew

Posted: Fri Jul 30, 2010 4:55 pm
by Equilibrium369
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Re: Rayman PSP Homebrew

Posted: Sun Aug 01, 2010 1:46 am
by Phoebius
Equilibrium369 wrote: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)

Re: Rayman PSP Homebrew

Posted: Sun Aug 01, 2010 2:37 am
by Chilly Willy
Equilibrium369 wrote: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.

Re: Rayman PSP Homebrew

Posted: Sun Aug 01, 2010 3:42 pm
by Equilibrium369
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Re: Rayman PSP Homebrew

Posted: Sun Aug 01, 2010 9:02 pm
by Chilly Willy
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.

Re: Rayman PSP Homebrew

Posted: Sun Aug 01, 2010 9:39 pm
by PowerPatrick
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.

Re: Rayman PSP Homebrew

Posted: Sun Aug 01, 2010 10:16 pm
by Equilibrium369
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Re: Rayman PSP Homebrew

Posted: Mon Aug 02, 2010 12:49 am
by PowerPatrick
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:

Re: Rayman PSP Homebrew

Posted: Mon Aug 02, 2010 12:44 pm
by Equilibrium369
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Re: Rayman PSP Homebrew

Posted: Mon Aug 02, 2010 1:37 pm
by PowerPatrick
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

Re: Rayman PSP Homebrew

Posted: Tue Aug 03, 2010 2:28 pm
by Equilibrium369
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Re: Rayman PSP Homebrew

Posted: Tue Aug 03, 2010 4:51 pm
by PowerPatrick
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: Select all

hg clone https://rayman-psp.googlecode.com/hg/ rayman-psp
cd rayman-psp
Open the configuration file:

Code: Select all

cd .hg
notepad hgrc [Windows]
nano hgrc [Linux/Mac]
Paste this and edit it:

Code: Select all

[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: Select all

cd ..
hg init
Uploading source code changes:

Code: Select all

hg add *
hg commit -m "YOUR COMMENT"
hg push

Re: Rayman PSP Homebrew

Posted: Tue Aug 03, 2010 5:04 pm
by Equilibrium369
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Re: Rayman PSP Homebrew

Posted: Wed Aug 04, 2010 4:05 am
by Chilly Willy
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.

Re: Rayman PSP Homebrew

Posted: Thu Aug 05, 2010 2:57 pm
by Haruka
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.