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Re: Rayman PSP Homebrew
Posted: Mon Aug 16, 2010 6:52 am
by PowerPatrick
Equilibrium369 wrote:I have had a complete moment of clarity.
And we were surprised to see the results.
Equilibrium369 wrote:I shall no longer continue creating this game for reasons I cannot fully explain.
Wow, I didn't see this coming.

But it sounds like emotional problems?
Equilibrium369 wrote:My attempts to create this game have been nothing greater than pathetic. I should be more original and not try to copy other people's ideas.
There is nothing wrong in making a clone. That'll help the community to give the whole concept a bigger potential. You could always modify it, add higher resolution sprites, or just different ones like in Rayman-II, with help from Phoebius or Chacanger.
Equilibrium369 wrote:I am forever in debt to those who have given support over the lifetime of this thread. I am truly sorry for wasting your time.
No you didn't. It was an interesting project, even if I was unable to test it at the current time. I will reupload the source code and restore the hosting page, since you officially didn't make any licensing, so people like Chilly Willy and Phoebius or any others can continue the care.
Equilibrium369 wrote:It would be highly appreciated if a mod or admin could please delete this thread. It is like a needle in my mind while it still exists.
I have archived this thread, just to let you know, because it contains worthy information, even written by other users.
Equilibrium369 wrote:Thank you and goodbye.
You'll be missed man.

I wish you any kind of good luck with your life.

Re: Rayman PSP Homebrew
Posted: Mon Aug 16, 2010 10:30 pm
by Chilly Willy
What a bizarre turn of events! And I was looking forward to a user-supported version to the PSP... which could then also be ported to the N64 as well.
I suppose the rest of us can continue on without Equilibrium369, but his work was so good. I'm sorry he felt it was a waste to work on this.

Re: Rayman PSP Homebrew
Posted: Tue Aug 17, 2010 7:37 pm
by Chacanger
What a shame, this was looking brilliant too

Re: Rayman PSP Homebrew
Posted: Tue Aug 17, 2010 7:51 pm
by PowerPatrick
Chilly Willy wrote:which could then also be ported to the N64 as well.

With PSP SDK and OSLib? Now I might ask how we possibly could use these on N64, without porting them too.
Chacanger wrote:What a shame, this was looking brilliant too

Just remember that this project isn't dead yet.
As we said, we're continuing without Equilibrium.
http://code.google.com/p/rayman-psp
Re: Rayman PSP Homebrew
Posted: Wed Aug 18, 2010 8:29 pm
by Chilly Willy
PowerPatrick wrote:Chilly Willy wrote:which could then also be ported to the N64 as well.

With PSP SDK and OSLib? Now I might ask how we possibly could use these on N64, without porting them too.
That's why it's called a port.
When porting to other platforms, you can hope that the underlying interfaces are the same (say, SDL), or you can port the interfaces (make an N64 version of oslib), or you can tear it all out and replace it with something entirely new. I'll wait until the PSP version is working well before deciding what it better for the N64 version.
Re: Rayman PSP Homebrew
Posted: Wed Aug 18, 2010 8:33 pm
by PowerPatrick
Chilly Willy wrote:you can hope that the underlying interfaces are the same (say, SDL), or you can port the interfaces (make an N64 version of oslib), or you can tear it all out and replace it with something entirely new.
That's also what I expected. But it still do require a lot of work.
Anyways, I've added a little logo to the project page.

Re: Rayman PSP Homebrew
Posted: Wed Aug 18, 2010 10:57 pm
by Chilly Willy
PowerPatrick wrote:Chilly Willy wrote:you can hope that the underlying interfaces are the same (say, SDL), or you can port the interfaces (make an N64 version of oslib), or you can tear it all out and replace it with something entirely new.
That's also what I expected. But it still do require a lot of work.
Meh - some programs are more work than others.
Anyways, I've added a little logo to the project page.

Nice!

Re: Rayman PSP Homebrew
Posted: Thu Aug 19, 2010 6:51 am
by PowerPatrick
Chilly Willy wrote:Meh - some programs are more work than others.
Yeah, apparently like porting OpenBSD WiFi stack drivers to Mac OS X, which can by used on Hackintosh/OSx86 systems. It requires strong C++ skills for writing IOKit drivers, and extremely strong C skills for porting it at all. Just think how much harder it would be, if it required reverse engineering.

Re: Rayman PSP Homebrew
Posted: Thu Aug 19, 2010 3:10 pm
by alfman
so the project lives?
That's great. This is such an awesome project. It would be a shame to see equillibrum's time as wasted.
Anyway, how far has it gotten? What are you guys working on atm?
Do you need any help with something that doesn't require coding skills? I don't have any atm, but I hope to begin learning C in my spare time this year.

Re: Rayman PSP Homebrew
Posted: Thu Aug 19, 2010 4:14 pm
by spiraldoor
Chilly Willy wrote:which could then also be ported to the N64 as well.

(
Could the N64 really handle Rayman 1? I imagine that the backgrounds would have to be compressed into oblivion. And so would the music.
Re: Rayman PSP Homebrew
Posted: Thu Aug 19, 2010 5:50 pm
by Haruka
spiraldoor wrote:Chilly Willy wrote:which could then also be ported to the N64 as well.

(
Could the N64 really handle Rayman 1? I imagine that the backgrounds would have to be compressed into oblivion. And so would the music.
I think the result would be something quite similar to the Atari Jaguar version.
Re: Rayman PSP Homebrew
Posted: Sun Aug 22, 2010 2:20 am
by RaymanLover
hmmm yeah Rayman Psp homebrew XD i have rayman 1,2 and rayman braingames on my psp

Re: Rayman PSP Homebrew
Posted: Sun Aug 22, 2010 9:14 am
by PowerPatrick
RaymanLover wrote:hmmm yeah Rayman Psp homebrew XD i have rayman 1,2 and rayman braingames on my psp

Feel free to download the game from:
http://code.google.com/p/rayman-psp/downloads/list
And please introduce yourself
here.

Re: Rayman PSP Homebrew
Posted: Tue Aug 24, 2010 7:07 am
by Chilly Willy
Haruka wrote:spiraldoor wrote:Chilly Willy wrote:which could then also be ported to the N64 as well.

(
Could the N64 really handle Rayman 1? I imagine that the backgrounds would have to be compressed into oblivion. And so would the music.
I think the result would be something quite similar to the Atari Jaguar version.
MUCH better than the Jaguar - the N64 has more ram, larger carts, a much better processor, and a better VDP. While the texture cache was small, leading to some games looking a bit blurry, it's easily big enough for accelerating the drawing of tiles for a 2D platformer. A 32x32 16 bit color tile fits in the texture cache no problem. The homebrew N64 SDK I use has the ability to use the texture cache and RDP to draw "sprites", which is perfect for a platform game like Rayman 1. While devs tried to keep carts of the time smaller to keep costs down, that's not an issue for people using a backup device like the Doctor 64 or the Neo N64 Myth.
I use the N64 Myth for doing N64 homebrew, myself. I just updated my N64 music player earlier today! It plays mp3, ogg, flac, and aac - it plays midi as well, but there's a bug in the midi player I need to track down still. I also released a port of Yeti3D to the N64.
Re: Rayman PSP Homebrew
Posted: Tue Aug 24, 2010 5:13 pm
by Haruka
But I guess the music type would be the same, but the graphics improved when comparing to the Jaguar no?
Re: Rayman PSP Homebrew
Posted: Tue Aug 24, 2010 8:24 pm
by Chilly Willy
Haruka wrote:But I guess the music type would be the same, but the graphics improved when comparing to the Jaguar no?
Depends on how much work was put into it. It could be superior to the Jaguar in all respects, or it could be virtually the same if not as much work was put into it. It's that way for most games and consoles - when porting to another platform, you can just make a straight port that's almost identical, or you can put some effort into it and make it better... or even put little to no effort in it and have something worse!

Re: Rayman PSP Homebrew
Posted: Mon Dec 05, 2011 2:48 am
by Fouadtjuhmaster
2011 and people R still downloading, just perfect

Re: Rayman PSP Homebrew
Posted: Mon Dec 05, 2011 6:05 pm
by stan423321
Back to N64 discussion, I suppose that even music could be done well if you didn't push much into graphics department. And on the point of graphics department... uh oh, looking at its Wikipedia specification (microcode replacements for every game that wanted it...) it must be hard to emulate properly.
Re: Rayman PSP Homebrew
Posted: Mon Dec 05, 2011 9:29 pm
by Fouadtjuhmaster
stan423321 wrote:Back to N64 discussion, I suppose that even music could be done well if you didn't push much into graphics department. And on the point of graphics department... uh oh, looking at its Wikipedia specification (microcode replacements for every game that wanted it...) it must be hard to emulate properly.
It think you're right
Re: Rayman PSP Homebrew
Posted: Wed Dec 28, 2011 2:44 am
by Chilly Willy
stan423321 wrote:Back to N64 discussion, I suppose that even music could be done well if you didn't push much into graphics department. And on the point of graphics department... uh oh, looking at its Wikipedia specification (microcode replacements for every game that wanted it...) it must be hard to emulate properly.
Actually, the "microcode" is just MIPS R4000 code with no 64-bit opcodes, no multiply or divide, and no branch likely opcodes. You can write your own "microcode" with the standard MIPS assembler if you remember those limitations, but the code needs to be no longer than 4KB and use no more than 4KB of ram since that is all the N64 RCP has for the RSP CPU: 4KB of IMEM for the program and 4KB of DMEM for the data variables. It has its own DMA channel to move data in and out of the DMEM.
The RDP can be controlled directly by the main CPU, and indeed is so controlled by libdragon, the SDK I use for N64 homebrew. It can also be controlled by the RSP, but doesn't have to be. Nintendo's "microcode" is merely the way they translate simpler display commands into the FULL command the RDP uses for drawing the display. The Nintendo microcode also does some audio work, like resampling audio waves, computing reverb or echo, and mixing channels.
Most N64 emulators ignore the "microcode" and the RSP and just translate the data sent to the RSP directly at a high level for better speed. In fact, MESS is the only emulator I'm aware of that actually emulates the RSP so that it will run games/homebrew that use custom microcode.