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Inigo Montoya
January 9th, 2006, 16:29
I was wondering if anyone was interested in a Marathon port because it's now open source and the original code for the Marathon 2 engine might still be avalible. I can't work on it right away as I'm between computers at the moment. However if anyone wants to play it I would love to port it.

MGFox
January 9th, 2006, 16:39
I would love that, the Marathon Trilogy is awesome!

There is an open source engine port here: http://alephone.cebix.net/

Its only a port of the Marathon 2 engine (same as Infinity), however, Marathon 1 has now been converted to the Marathon 2 engine, so it'll play them all!

Cheers,
Fox

EtahEvol
January 10th, 2006, 17:22
it looks really awesome, never played it b4. u should give it a shot and try and port it.

parabolee
January 10th, 2006, 19:13
It was made by Bungie and it stars (although confirmed but *unofficialy*) Master Chief!

Sk8.4.Life
January 11th, 2006, 00:16
Oh you bet I would! I'm still playing through them. That would be a killer addition to the homebrew world. I really hope you go through with Marathon, and if you do, give it 110%! :D

Produkt
January 11th, 2006, 00:25
A worth wile port, deffinitely

Inigo Montoya
January 12th, 2006, 21:58
It was made by Bungie and it stars (although confirmed but *unofficialy*) Master Chief!


Actualy he's a proto-Chief.
The trilogy is a more polished proto-Halo.

As soon as I get a computer I will get started on porting it, could some of you test it for me though because my PSP is a 2.6 so I can't.

Thanks for the support!

MGFox
January 12th, 2006, 22:42
I would be very happy to test its compatibility on 2.00 PSPs for you! :D

Cheers,
Fox

michael chan
January 13th, 2006, 22:46
hey montayo can you port duke nukem 3d to?plz?

Hawkeyefile
March 3rd, 2006, 16:45
so when is it going to be for the 10/1.5 psp?

Hawkeyefile
March 3rd, 2006, 21:43
ill give a lot of money (200 USD max) if anyone can make a port.
it has to fallow these rules:
1. use paypal for money.
2. the game must have descent sound quality.
3 you must be able to bind your own controls.
4. it must run fullscreen with gfx set to high.
5. it must run over 29.95 fps throughout the game.
im sure this is possible if a guy who ported over quake 2 and runs at over 25 fps you can sure as hell do it with marathon. i also know some people who may be willing to give you some help at porting it over (not me).

Ryel
March 9th, 2006, 23:53
I, for one, would love to see the Macs answer to Doom ported to PSP. I have fond memories of playing all three on my old power mac back in the day...It equaled and surpassed Doom and Doom 2 in so many ways. Dual weilding, motion sensor, PLOT. This classic must be preserved...It's already available under open source as Aleph-One, so that should definately help this port get started.

Hawkeyefile
March 10th, 2006, 03:51
i dont want it in the BII port i cant even get anything else running besides what they have included. I AM willing to pay the money for some1 to port it.

predator123
March 10th, 2006, 11:24
Yo U Got Quake 3 Running Yet ?

Hawkeyefile
March 10th, 2006, 15:24
wrong topic
this is the correct the one: http://www.dcemu.co.uk/vbulletin/showthread.php?t=17917

Hawkeyefile
March 14th, 2006, 21:19
Inigo Montoya, how's the marathon port? i really would like to see this.

Inigo Montoya
March 20th, 2006, 23:01
Katrina has slowed down my quest for a working computer; but I have the original Marathon 2 source on my old Bondie Blue iMac G3. I am currently trying to figure out how it works. It's not exactly spaghetti but it isn't exactly clear either.

I have a rough plan of action that goes as folows:

1: Get new computer (I'll hopefully have one by June)
2: Get all of the software required for PSP homebrew
3: Finish dissecting the Marathon 2 engine
4: Design a single fork format for the data files (Or use the AO format)
5: Write a new engine for the PSP that uses the single fork maps

The final version of the Marathon Port will have these features:

1: Wifi Multi-player including every game type and option from Infinity
2: Fullscreen and all the music and sound options from Infinity
4: The ability to choose at runtime which data files to use just like Infinity
3: MP3 soundtracks
5: The ability to place scripts into maps via an embeded forth interpreter
that I will name Pfhorth
6: Support for 3D models so that in addition to playing original Marathon Maps
you can also play new 3D maps (With ramps!)

The above features are listed in order of priority.
Scripting (Feature #5) will eventually mean that you can add Jumping, Crouching,
Grenades, Sniping, and smarter enemys.

The reason that I am including features #5 and #6 is so that I may use this engine
for another FPS that I am working on. I will post a schedule as soon as I have one to
post.

Hawkeyefile
March 21st, 2006, 02:00
sweet, if you need money or anything im here.

Wally
March 23rd, 2006, 23:19
Ok all i can say is Rock On!

Inigo Montoya
March 31st, 2006, 02:59
I just had a thought. Since it is ridiculusly easy to write a forth target compiler. Why don't I write a PSP target compiler that runs on my iMac.

I was going to write my Marathon port in Forth anyway so the o nly difference is that I get to start now. Of course I would need to know the PSP opcodes and executable format.

If this won't work please tell me.

Cooe14
April 2nd, 2006, 01:31
It almost runs in BII but it gives you an error that you need a 13" monitor to play it. I wonder if there is anyway around that? :confused:

Hawkeyefile
April 2nd, 2006, 20:05
where trying not use BII we want a stand aloen version with all the enhancments of aleph1. the old 68040 mac cant do that.

Inigo Montoya
April 4th, 2006, 00:48
where trying not use BII we want a stand aloen version with all the enhancments of aleph1. the old 68040 mac cant do that.

What's BII? And will my idea work? If so could you point me to the appropriate resources to implement it?

Thanks, Bye.

Hawkeyefile
April 4th, 2006, 05:00
BII is a mac emu, right now it does not run all that well on the psp.
your idea should work, i friend of mine told me; an idea only failes when you dont work hard enough at it.

Inigo Montoya
April 5th, 2006, 00:33
Thanks! Where should I look to learn how to write a PSP compiler? I already know how to write a forth compiler; I just need to learn the PSP specifics. So if you could give me a link to somewhere that has the Opcodes, Executable Format, And an Assembly tutorial for the PSP then I would be very grateful.

Bye!

Inigo Montoya
August 24th, 2006, 17:20
Hello Everyone

I'm very sory that I have not made any progress yet. But I am working on it and I am getting a computer this week for college. The only thing I have been able to gleen from the original source code is that it is the poster child for OOP and that Bungie is staffed by a bunch of insane but brilliant people.

I have heard that somebody ported Aleph One to the GX32. If he could give me some pointers it would really help.

Bye

PS
Thanks for the support Hawkeyefile

Hawkeyefile
August 30th, 2006, 03:52
No Problem. Btw some1 named yoyofr (http://yoyofr92.free.fr/) has ported some stuff to the PSP, you can probably ask him for help. I dont know much about the psp architecture. I only do Palm stuff (Xscale mainly). we should probably continue this topic here: http://www.dcemu.co.uk/vbulletin/showthread.php?t=32838&

Inigo Montoya
August 30th, 2006, 16:21
Thanks, I'll be sure to post there from now on. By the way how do you quote something from another thread.

Hawkeyefile
August 30th, 2006, 22:55
no idea.

tallica
August 31st, 2006, 02:00
omg this is sweet, I cant wait for this! Thanks for spending your money on it hawkeyefile.

Hawkeyefile
August 31st, 2006, 05:49
I have not yet spent anything yet. I will donate the money to whoever does it first.

Mourningstar
August 31st, 2006, 23:23
I just tried Aleph One again.....

I WANT MARATHON ON MY PSP NOW!!!! :D

Heh, now slaves!

This would be awesome on psp.....

Hawkeyefile
September 2nd, 2006, 02:22
I say we should pool our money together and give it to Inigo Montoya when he releases it.

Inigo Montoya
September 2nd, 2006, 21:18
I say we should pool our money together and give it to Inigo Montoya when he releases it.

Gee, I'm sure glad that I'm not under any pressure or anything.;)

By the way, do you want me to post on this thread or yours?:confused:

Wally
September 4th, 2006, 02:30
I will donate $10AUS to the person who ports marathon (Maybe could support all of the games in one program)

Hawkeyefile
September 6th, 2006, 07:35
Gee, I'm sure glad that I'm not under any pressure or anything.;)

By the way, do you want me to post on this thread or yours?:confused:
This one.

the_eternal_dark
September 7th, 2006, 09:28
ill also be willing to help with this in anyway. marathon is the best fps of its day and we should carry it on in our pockets. the gp2x version had a few bugs in it, but it is crazy to see in your hands, the controls just work well, and if that same control scheme could be worked over to the psp, hells yeah! it strikes me odd that no one has thought of using the same control specs for any other fps on psp, feels like half life on dreamcast. ill give support in any way i can, beta testing, monetary, beer, pretty much anything, though im not a very good programmer.:D

Mourningstar
September 10th, 2006, 22:47
Any progress?

Inigo Montoya
September 11th, 2006, 15:53
ill also be willing to help with this in anyway. marathon is the best fps of its day and we should carry it on in our pockets. the gp2x version had a few bugs in it, but it is crazy to see in your hands, the controls just work well, and if that same control scheme could be worked over to the psp, hells yeah! it strikes me odd that no one has thought of using the same control specs for any other fps on psp, feels like half life on dreamcast. ill give support in any way i can, beta testing, monetary, beer, pretty much anything, though im not a very good programmer.:D

What was the control scheme for the GP2x?

Mourningstar
September 11th, 2006, 22:38
So, I hope you get this working man....

Wally
September 11th, 2006, 23:59
Im pretty sure marathon relys on the SDL librarys (SDL, SDL_Mixer, SDL_Image, SDL_Net(Not ported to the PSP) and the LUA library for maps

There are other libraries im pretty sure

the_eternal_dark
September 12th, 2006, 01:25
http://wiki.gp2x.org/wiki/Aleph_One - the control list is there. I suppose you could map it kind of like how half-life or unreal tournament for dreamcast controls (since the same layout as psp control scheme), just an idea, should have been used in the duke nukem port too. If you get a chance to get a hold of a gp2x, try it out, the controls are awsome (speed could use a little work though).

Inigo Montoya
September 12th, 2006, 18:15
Im pretty sure marathon relys on the SDL librarys (SDL, SDL_Mixer, SDL_Image, SDL_Net(Not ported to the PSP) and the LUA library for maps

There are other libraries im pretty sure

That's why I am trying to port the original, and then upgrade it till its comparable to Aleph One.

Mourningstar
September 14th, 2006, 00:05
That's why I am trying to port the original, and then upgrade it till its comparable to Aleph One.
Thats good enough. ;)

Wally
September 14th, 2006, 05:57
Inigo Montoya: Do you mind posting daily logs?

the_eternal_dark
September 22nd, 2006, 08:43
im kinda lost with this one...

Mourningstar
September 29th, 2006, 03:01
Hello?

Anyone trying this still?

Zukan
October 1st, 2006, 18:48
Wow 5 pages of marathon! I've been asking for a marathon port in countless of other PSP forums, but nobody seemed to have even heard of the game before.
I grew up with the marathon games and being able to play any of them on my PSP would TRULY be like a dream come-true!

Major props to whoever is working to get this ported. You absolutely rock for even trying!

Inigo Montoya
October 2nd, 2006, 16:06
Sorry I haven't posted in a while, but as I have said the Marathon Source is a bit hard to read, not to mention that college eats up time.

But I now have something close to a schedule for the first part of the port.

I have decided to start with getting the overhead map to work correctly on the PSP because aside from the physics the map seems to be the most non-trivial part of the engine. I believe if I can read in the map file and display the overhead correctly, including the different line widths for different types of polygons and coloring non-secret platforms red, then rendering the map correctly in will be simple. The hard part will be transparent textures and 5-D space.

I also had an idea for a slight tweek to the rendering engine that would allow for smoother vertical rendering; The Marathon engine dosen't actually render the BSP rooms as real 3-D polygons but instead simulates it while drawing. If it instead changed the rooms into real 3-D shapes when it loaded the map it would be able to correctly render the map at viewing agles greater then 60 degrees; something even Aleph One doesn't do. However, I am not sure if this would work with 5-D space or not(which would explain why Aleph One doesn't do this). The perfect time to test if this works with 5-D space would be while implementing the overhead map because 5-D space can be tested with only the overhead. I already know this works as a rendering technique because all other games with BSP tree maps render them as 3-D polygons.

Cap'n 1time
October 3rd, 2006, 09:05
Sorry I haven't posted in a while, but as I have said the Marathon Source is a bit hard to read, not to mention that college eats up time.

But I now have something close to a schedule for the first part of the port.

I have decided to start with getting the overhead map to work correctly on the PSP because aside from the physics the map seems to be the most non-trivial part of the engine. I believe if I can read in the map file and display the overhead correctly, including the different line widths for different types of polygons and coloring non-secret platforms red, then rendering the map correctly in will be simple. The hard part will be transparent textures and 5-D space.

I also had an idea for a slight tweek to the rendering engine that would allow for smoother vertical rendering; The Marathon engine dosen't actually render the BSP rooms as real 3-D polygons but instead simulates it while drawing. If it instead changed the rooms into real 3-D shapes when it loaded the map it would be able to correctly render the map at viewing agles greater then 60 degrees; something even Aleph One doesn't do. However, I am not sure if this would work with 5-D space or not(which would explain why Aleph One doesn't do this). The perfect time to test if this works with 5-D space would be while implementing the overhead map because 5-D space can be tested with only the overhead. I already know this works as a rendering technique because all other games with BSP tree maps render them as 3-D polygons.

If and when you get your first bit of visual results, please post it in the submit news section. There will be a nice Coder tag with your name on it if and when that happens :)

Zukan
November 7th, 2006, 01:05
Hello, just checking in to see if there have been any recent updates on this project. I hope everything is going well with your port Inigo Montoya.

Inigo Montoya
November 7th, 2006, 15:18
Sorry, I don't have any updates yet. I'm very busy at school, but I should be able to finish the map code after finals.

Inigo Montoya
December 6th, 2006, 23:19
Inigo Montoya: Do you mind posting daily logs?

Finals are over! Now I can work on Marathon again. I will start posting logs as soon as I start working on it daily.

the_eternal_dark
December 7th, 2006, 00:40
Hell yeah! Good luck Inigo.

fabianvaz
December 8th, 2006, 00:39
thanx for all the work u putting on it man i hope u can finish this soon....:)

sirVimes
February 1st, 2007, 05:35
Non sequitor Is their any way to repair a bricked PSP?

SpooForBrains
February 5th, 2007, 13:44
Non sequitor Is their any way to repair a bricked PSP?

You're not going to get a sensible response in this thread Ask in the help thread and be as specific as you can about the details of the brick, and people will try to help you as best they can.

silverstein101
March 23rd, 2007, 22:26
inigo, please don't give up, i'm waiting lol

fenrir911
March 30th, 2007, 01:59
cmon please i wanna see this on the psp please please please.

hatebreeder
April 11th, 2007, 02:28
so is it safe to call this dead?

Wally
April 11th, 2007, 12:45
No.

That is all

MrPeanut
April 22nd, 2007, 22:33
This game has hype, I'm all over it!

I'll start analyzing the code for the SDL version of it. This isn't before I load marathon trilogy on my old mac and play for a bit :)

Passa
October 8th, 2007, 11:29
I'm assuming this is dead by now? :(

Would have been the best homebrew app on the PSP..

fenrir911
October 11th, 2007, 22:27
i agree to... man marathon would be awesome on the psp...

Wally
December 14th, 2007, 05:07
Hurray MrPeanut!

Lets hope you get somewhere!

ExcruciationX
December 14th, 2007, 06:07
Would that be wally bumping an old thread? No!

Marathon would be pwnage, and fun on the pisp (PSP, literal speech).

Wally
December 14th, 2007, 06:26
Yes im bumping an old thread, just to give this program a kick up the goat.

StyleFree
April 16th, 2008, 23:12
Okay I'm bumping up this old thread because I really want this to happen and Marathon needs to come back to the people who weren't even born around the time of Marathon. Tell me when you get it finished.

Inigo Montoya
May 5th, 2008, 20:05
I finally have a new computer, so as soon as final's are over I can port Marathon over. Now if only the source code were cleaner. Even the Aleph One code is spaghetti; how does anyone manage to add features? I'm adding a new step one to my master plan:

Clean up code, so that it is usable.

Edit: WTF is casino cash?

Wally
May 7th, 2008, 12:36
Oh some lame casino we have here now..

BTW... another dev is working on this, he has half of Aleph One compiling apparently :)

alentris
May 9th, 2008, 01:30
wow, can't wait

Noobtaculus
May 22nd, 2008, 03:15
I finally have a new computer, so as soon as final's are over I can port Marathon over. Now if only the source code were cleaner. Even the Aleph One code is spaghetti; how does anyone manage to add features? I'm adding a new step one to my master plan:

Clean up code, so that it is usable.

Edit: WTF is casino cash?

So this is happening? w00t!

the_eternal_dark
July 25th, 2008, 09:45
Just reading through my subscriptions from when I was gone. HELL YEAHS!

gunluva
September 23rd, 2008, 21:55
Been almost two months. Dead?

Wally
September 25th, 2008, 09:14
Marathon is a hard port..

Wally

Tycho20
October 8th, 2008, 00:30
It was made by Bungie and it stars (although confirmed but *unofficialy*) Master Chief!

It doesn't star Master Chief. It stars an unnamed cyborg mercenary. Furthermore the setting is about 100 years before Master Chief was born.

halo9449
October 11th, 2008, 13:33
Regardless, this will be full of win! I'm willing to wait patiently for something like this!... Provided it comes out within a year from now :D

Mk_BS
December 13th, 2008, 05:10
There's no need to wait a year :) I've just released the beta for my PSP port of Aleph One.
At the moment it is only working with Marathon 2 and Marathon Infinity and it is 1.50 kernel too but i'll try to compile a slim compatible version as soon as i can and add support for the first game.

Prepackaged version of the game can be found here:
Marathon 2 (http://www.barrysoft.it/SiteV3/Products.asp?ID=9&Lang=EN)
Marathon Infinity (http://www.barrysoft.it/SiteV3/Products.asp?ID=10&Lang=EN)

Readme file is included but it should all work out of the box (with a bit of luck :))

This one took me quite a lot of efforts, i hope it's worth it!

Noobtaculus
December 13th, 2008, 05:14
ohmy, greatest news in a while! thanks :D

PSPdemon
December 13th, 2008, 13:34
Mk_BS, i know you probably already tried this... and im not really a good coder....

but have you tried adding this to the makefile?


BUILD_PRX = 1
PSP_FW_VERSION = 500

it should work :)

( i would make add it and try to compile it.... but my dev environment got wiped :( )

Thanks for Everything,
PSPdemon

edit: tried your builds on both my 1.5 psp and my 3.03 OE-C psp with 1.5 patch.... neither builds worked on either....

edit2: got it to work.... you had the file structure wrong.... the loader eboot should be the one with the % folder and the main data being without it.... swap the folder names and youre good to go :)

awesome releases....albit it locked up on me.

Mk_BS
December 13th, 2008, 15:14
but have you tried adding this to the makefile?



BUILD_PRX = 1
PSP_FW_VERSION = 500

Sadly, I tried but it's not working, i think there are some kernel functions preventing it to start but I have to dig further...


tried your builds on both my 1.5 psp and my 3.03 OE-C psp with 1.5 patch.... neither builds worked on either....

That's really strange... are you sure all the data files are in there? I tested the package before uploading and it appeared to work ok, I'll test it again to see if it's all ok after uploading...
Is it working for anyone?

edit:

got it to work.... you had the file structure wrong.... the loader eboot should be the one with the % folder and the main data being without it.... swap the folder names and youre good to go

Oops.. late night distraction! I'll fix this immediatly thanks for your help!

PSPdemon
December 13th, 2008, 16:54
Please do tell me when you get it fixed so i can change the news thread :)

Also, only M2 needs the fix, Infinity is fine ( i just had the wrong folder on that one....not your fault )

strange though... thats all i would have to do... to get slim support on my compiled work :S

anyway great release :) i know lots of people have been waiting for this!

Thanks for Everything,
PSPdemon

Mk_BS
December 13th, 2008, 17:21
Now it should be all ok, thanks again!

From what i know higher firmwares can't run kernel mode functions that must be compiled in a prx and called from there or the eboot won't run, i think this is very likely to be the problem here.
Sadly i'm a fat owner too so if anyone is willing to test it on the slim as soon as i fix the issue that would be great!

PSPdemon
December 13th, 2008, 17:48
Now it should be all ok, thanks again!

From what i know higher firmwares can't run kernel mode functions that must be compiled in a prx and called from there or the eboot won't run, i think this is very likely to be the problem here.
Sadly i'm a fat owner too so if anyone is willing to test it on the slim as soon as i fix the issue that would be great!

i have a slim... so testing would not be a problem :)

just pm me when you want me to test something.

edit: also lol... i tried compiling the source and i forgot i didnt add the sdl libs in it xD

aander91
December 17th, 2008, 04:12
I'm having trouble making either of these run.

I'm on M33 5.00.

-Should I go to recovery menu and set the Game folder homebrew to 5.XX or 1.50
-Should I replace the new font file with "fonts"?
-The data folder and an eboot is in the folder without the %. Right?

Thanks for your help!

BrooksyX
December 17th, 2008, 23:07
Wow this is pretty sweet stuff. A little optimization and this could be one of the coolest things to every come out in the psp homebrew scene.

My only suggestions right now would to be make the hud smaller if possible and make custom controls. But honestly so far amazing job, thank you so much.

aander91
December 17th, 2008, 23:22
Are you using a fat or a slim?

BrooksyX
December 18th, 2008, 00:02
I'm using a fat psp.

aander91
December 18th, 2008, 02:56
Ugghhh...so, no slim yet? Even with Game 1.50 folder and game homebrew?

PSPdemon
December 18th, 2008, 03:45
correct.... this is a phat release only.

however it shouldnt be TOO hard to add slim support ( or atleast support higher kernels )... only a matter of time :)

Thanks for Everything,
PSPdemon

aander91
December 25th, 2008, 17:27
I tried turning it to an iso, but that still didn't run. I also tried an eLoader and no luck...


I don't want to point fingers, but could it be the game files and NOT a kernal problem?

PSPdemon
December 25th, 2008, 23:59
I tried turning it to an iso, but that still didn't run. I also tried an eLoader and no luck...


I don't want to point fingers, but could it be the game files and NOT a kernal problem?

no it is kernel related... the error the psp throws is a "wrong kernel" error ( because the game is built in mind for 1.5 kernel )

he will fix it eventually ( hopefully ) so that we can have marathon on our slims :)

BrooksyX
December 26th, 2008, 01:02
+1 to that.

Its coded for the 1.5 kernel.

Slim PSPs contain none of the 1.5 kernel therefore it won't work.

Hope we get an update soon!

aander91
December 26th, 2008, 01:03
How would I make it slim compatibile? Is it hard/time consuming?

PSPdemon
December 27th, 2008, 23:01
How would I make it slim compatibile? Is it hard/time consuming?

in this case... its hard for anyone who lacks basic coding knowledge.

the one method i thought would work is the one i stated above... but i looked at the makefile which is pretty hackery ( but ive seen worse :rofl: )

i wouldnt know where to start to make it slim/3.xx/4.xx/5.xx kernal compatible.

again...itll only be a matter of time before we see someone make it compatible with newer kernels :)

Inigo Montoya
January 1st, 2009, 21:19
Congratulations on getting it ported! I haven't stopped working on mine, but I've had some set backs, and my hard-drive crashed so all my progress was lost. That's the last time I put off backing up. Anyway, good luck making it slim compatible.

Since I have to start over anyway, I've decided to clean up the engine and get it working on my computer first, then port the newer simpler version to the PSP as soon as I get that @#$% tool-chain running on my Macbook Pro. I really shouldn't have tried to do both at once last time.

Apologetically,
Inigo Montoya.

PS. I'll post a progress report next friday. I figure that if I set a date in advance I won't forget to report.

Nembo
January 17th, 2009, 15:26
Great work.

MK_Bs sent you a PM.

Mk_BS
January 21st, 2009, 20:45
My only suggestions right now would to be make the hud smaller if possible and make custom controls. But honestly so far amazing job, thank you so much.

Thanks! Custom controls are definitely in my todo list but a smaller hud is a bit more tricky to add: text is barely readable in the current sized hud and scaling with smoothing is probably too cpu intensive to be used, other than that hud aspect ratio must be preserved too. The only way I can think of fixing this is to redo the hud from scratch for the PSP, but this would break the Aleph One compatibilty and it's not cool!
Anyway I'll dig into this further in future, a better-looking hud is needed for sure :D


the one method i thought would work is the one i stated above... but i looked at the makefile which is pretty hackery

*ehm* yeah, I'm sorry about that, it's a complete mess! But in my defence it must be said that the original Aleph One makefile(s) are not that clean neither...
Anyway I'll clean them up with the next release I hope.


Since I have to start over anyway, I've decided to clean up the engine and get it working on my computer first, then port the newer simpler version to the PSP as soon as I get that @#$% tool-chain running on my Macbook Pro. I really shouldn't have tried to do both at once last time.

Thank you and good luck with your port!
If by any chance you want to give a hand with mine it would be great!

Anyway, for all of those interested I think I'll work on the Slim compatible version very soon, I just needed a break because this port was really time/mind consuming...

aander91
February 21st, 2009, 04:44
I got Durandal to load on a slim with Dark Alex's LEDA loader. The actual gameplay isn't loading though. I think it's a font file error.

"Loading collections." CRASH!!


Could you be EXCRUCIATINGLY specific about this font file thing?

And are the folders all supposed to be empty?

How about a toggle HUD button?

Mk_BS
February 23rd, 2009, 10:49
I got Durandal to load on a slim with Dark Alex's LEDA loader. The actual gameplay isn't loading though. I think it's a font file error.

"Loading collections." CRASH!!


Could you be EXCRUCIATINGLY specific about this font file thing?

Is there a specific reason for you to say this is font file related? When "Loading collections" is displayed it actually loads the whole level data, the font file instead is checked at startup so if it is a font file issue you shouldn't have reached the main menu technically.


And are the folders all supposed to be empty?

At which folder are you referring to? There should be a "data" folder inside your main directory with all the game data (Images, Sound, Map, Shapes..)


How about a toggle HUD button?

HUD can be toggled in-game by pressing TRIANGLE + CIRCLE + DOWN and TRIANGLE + CIRCLE + UP

aander91
February 25th, 2009, 02:47
Ohh...so I had the font file correct? Ok that's good.

The folders in data are empty. Which files/folders contain this missing "Collections"? Or do you think there is another reason it is not loading?

Ooh. Nice. Well, I don't see any reason for you to fix the HUD if you can just bring it up and put it away when you need to.

aander91
February 26th, 2009, 20:32
Got it to run on slim pretty much flawlessly.

Install Dark Alex's Legacy kernal loader.
Run the game from GAME150.
THEN when you start the game, press nothing and let it load up. :thumbup:

Awesome release, controls are a bit iffy, but it is still playable.

I'd recommend:


RIGHT BUTTON PAD=Movement (Circle and square are STRAFE)
ANALOG STICK=Look
UP=Activate
DOWN=Swim
LEFT=Switch Weapon
RIGHT=Switch Weapon
SELECT=Map

Mk_BS
March 2nd, 2009, 11:10
So you can confirm that it's working with LEDA?
Anyway controls customization has high priority in my todo list :)

aander91
March 2nd, 2009, 20:11
Yes, I've been playing through both Durandal and infinity perfectly. Infinity looks particularly sexy on a PSP with Hi-res graphics. :D

I'm going to check and see if I can't get the hi-res updates into the games. (Shots Fired, Landscapes, Textures) If I have any luck I'll upload them. :D

I'd say preference saving should be first though, but maybe I could do that. If I can turn it all into one .eboot or make it an .iso, it would have a save outside of the marathon game folders.

aander91
March 5th, 2009, 20:20
Btw, I've posted this on the Pforums for you as well. They seem quite excited. :D

piexil
March 22nd, 2009, 20:04
noce work on this, aloughth it took about 3 years to devlope

asimp1
June 11th, 2009, 12:20
oh man i thought i was the first to get it working on the slim! in this thread:
http://www.dcemu.co.uk/vbulletin/showthread.php?p=2148225393#post2148225393

i posted a different way of getting it to run. although it is more complicated than your method it does work. anyways congrats to you aander91

linkin2b
July 24th, 2009, 08:04
im having issues. when i try to run it it jsut locks up and restarts.. any ideas?

Zukan
July 26th, 2009, 20:38
im having issues. when i try to run it it jsut locks up and restarts.. any ideas?when does it happen?
The game crashes for me if I press any button during the prologue screen. Just wait for it to disappear instead.
Also don't change anything in the settings, just do it in-game with the button combos.

t3h m00kz
November 26th, 2010, 11:59
mega bump. having an issue.

Got 1.50 kernal compatibility on my fat. booted up the game. worked fine. selected new game, game crashed upon "Loading collections."

this is the output:


PSP AlephOne Crashed:

The offending routine may be identified with:

psp-addr2line -e target.elf -f -C 0x89598e8 0xfff8833 0x895998c
PSP AlephOne Crashed:

The offending routine may be identified with:

psp-addr2line -e target.elf -f -C 0x89598e8 0x0 0x895998c
PSP AlephOne Crashed:

The offending routine may be identified with:

psp-addr2line -e target.elf -f -C 0x89598e8 0x0 0x895998c


I should add.. as far as I know, the "font" file that it wants me to replace is the "Fonts" file. I'm pretty sure I've done this, but I may have messed something up, considering the constant updates I wouldn't be suprised if it's a compatibility issue.

any clues?

Mk_BS
November 26th, 2010, 12:57
mega bump. having an issue.

Got 1.50 kernal compatibility on my fat. booted up the game. worked fine. selected new game, game crashed upon "Loading collections."

[...]

any clues?


Hey there,
the output you've posted seems to identify a configuration file issue: the game crashes while trying read whether the high resolution mode is enabled or not.
This may happen because you enabled high resolution from the preferences dialog. Due to a bug this doesn't seems to work, as pointed out in previous posts by others.

As a possible solution you can try to revert any change you have made in the preferences (if any) or better just remove the preferences file, "Aleph One Preferences" from the AlephOne directory, and see if it works.