PDA

View Full Version : X-Moto-PSP 0.1



royale
December 7th, 2008, 20:47
Hello,

I have been working on a port of the open source game X-Moto for the PSP.
It is still very experimental, but I wanted to make the release to share with you the progress.

http://royale.zerezo.com/psp/x-moto-psp.png

I worked on the 0.4.2 version of X-Moto, because the last version (0.5) introduces new dependencies, for example on SDL_net which is not available for the PSP.

The game is running, but there are still many issues: It is very slow. I did not have the time to profile the game yet, so I don't know why, but I fear it might be because of the physical engine, so it might be difficult to optimize.
There is no sound. Since it is not a big downside for this game, I did not investigate on this yet.
No menus: currently, the menus are crashing the game on the PSP, and anyway there are too big for a 480x272 resolution. So the game is launched directly with the level you choose (like --level X on the PC).
No network support: you won't be able to download new levels and upload your high scores...
Hardcoded controls: you cannot change the buttons configuration for now.But, at least, it is possible to play X-Moto on the PSP, I hope you will enjoy it :D

The game and source code are available from my website: http://royale.zerezo.com/psp/
The ZIP file is quite big, so I am not sure if I can attach it here...

Zack
December 7th, 2008, 23:07
Hello,

I have been working on a port of the open source game X-Moto for the PSP.
It is still very experimental, but I wanted to make the release to share with you the progress.

http://royale.zerezo.com/psp/x-moto-psp.png

I worked on the 0.4.2 version of X-Moto, because the last version (0.5) introduces new dependencies, for example on SDL_net which is not available for the PSP.

The game is running, but there are still many issues: It is very slow. I did not have the time to profile the game yet, so I don't know why, but I fear it might be because of the physical engine, so it might be difficult to optimize.
There is no sound. Since it is not a big downside for this game, I did not investigate on this yet.
No menus: currently, the menus are crashing the game on the PSP, and anyway there are too big for a 480x272 resolution. So the game is launched directly with the level you choose (like --level X on the PC).
No network support: you won't be able to download new levels and upload your high scores...
Hardcoded controls: you cannot change the buttons configuration for now.But, at least, it is possible to play X-Moto on the PSP, I hope you will enjoy it :D

The game and source code are available from my website: http://royale.zerezo.com/psp/
The ZIP file is quite big, so I am not sure if I can attach it here...


Nice work man :)

If you like we could team up on this to make it great :)

If you wish to continue this on your own I respect your decision :cool:

myuusmeow
December 8th, 2008, 00:26
Is this game based on Elastomania? The screenshot shown looks VERY similar to it and Elastomania also had a complex physics model. Elastomania was one of my favorite shareware games.

(edit: Googled, X-Moto is an open source clone of Elastomania)

royale
December 8th, 2008, 23:19
If you like we could team up on this to make it great :)
If you wish to continue this on your own I respect your decision :cool:

Yes of course, my patch is open source as the original game, so any help is appreciated :)
I think the first step would be to optimize the performances, I am already in touch with a X-Moto developer on their forum:
http://forum.xmoto.tuxfamily.org/viewtopic.php?t=473

Zack
December 8th, 2008, 23:31
Yes of course, my patch is open source as the original game, so any help is appreciated :)
I think the first step would be to optimize the performances, I am already in touch with a X-Moto developer on their forum:
http://forum.xmoto.tuxfamily.org/viewtopic.php?t=473

Great :)

I'm quite experienced in SDL and C so together I can't see getting this full speed being an issue :cool:

I will pm you my MSN and email address.

Drakon
December 9th, 2008, 14:32
Hi royale - nice attempt to port xmoto - I was wondering about doing the same thing XD

I have read all post on xmoto forum - you focused mainly on game logic and graphic but also you can do 2 thinks:
- make sure to use

scePowerSetClockFrequency(333, 333, 166);from psppower.h - no you can be sure that you have psp set on 333 MHz

- use fvpu math lib(http://forums.ps2dev.org/viewtopic.php?t=7539&highlight=pspmath) instead of standard math.h - at least for sqrt,sin,cos,abs - they are much faster and you should gain some more fps here.

I'm using precompiled psp sdk for windows and I can't help but if managed to get this compile I will try to help :>

Zack
December 9th, 2008, 14:49
- make sure to use

scePowerSetClockFrequency(333, 333, 166);from psppower.h - no you can be sure that you have psp set on 333 MHz

I think that should be a last resort.

Optimizing the game as much as possible should be the first move.

Then if everything possible is optimized and it still needs a little speed boost, then use the 333Mhz stetting.

Be3f
December 10th, 2008, 12:00
Great! Elma is my fav "small shareware" game!
I hope you'll make this running fast on psp ;)

oooooomonkeys
December 11th, 2008, 09:46
Wow this is the homebrew ive been waiting for, nice work i love elastomania