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parkermauney
April 28th, 2007, 05:08
In case you havent heard of it, xmoto is an awesome gpl 2d moto cross game: http://xmoto.tuxfamily.org (http://xmoto.tuxfamily.org/)

I have attempted to do this myself, but i am severely retarded, considering the only app I've ever made was a calculator. This would be my dream homebrew port, next to airstrike (which was recently made)

parkermauney
April 28th, 2007, 23:18
keeping it alive, (sorry for double posting!) This would be awesome!

PLZKLLME0080
April 28th, 2007, 23:31
ya that would be pretty cool to have on the PSP.

BlackShark
May 2nd, 2007, 04:52
I have considered doing this, I played the original version and it was Awesome I recently got the new port, Unfortunetly those physics are way to advance for me to attempt, may be a more able Coder would like to do it though.

parkermauney
May 2nd, 2007, 12:21
Yeah, if I could even call myself a coder, i would at least attempt this. I'm just too damn stupid! I can't learn C to save my life!

gambiting
May 13th, 2007, 14:01
Hmmm,I've looked at it's source code and it's made using SDL so it shouldn't be very difficult to port...I will see what can be done(but don't take it as promise!I will just see if it builds)

parkermauney
May 13th, 2007, 16:04
Oh god I love you.

You may have to resize some of the sprites.

gambiting
May 14th, 2007, 10:40
If the game builds,then resizing graphics will be a piece of cake....

parkermauney
May 14th, 2007, 12:18
Yeah I figured. If I had a credit card or paypal, I would so send you money. I've always wanted an x-moto port.

gambiting
May 14th, 2007, 20:26
Thanks,but I do it only for fun,if I finish it,it will be 100% free.

parkermauney
May 15th, 2007, 22:40
You're so modest. :p

Any news?

gambiting
May 16th, 2007, 15:26
I'm trying to include everything in one makefile and make it build.I need to figure it out.Just give me some time.

gambiting
May 16th, 2007, 16:24
Uuups,I guess that we won't be able to port it-it uses ODE(open dynamics engine) to render body movements.So I would have to build this libriary for psp,or replace this physics with my own.And both tasks are VERY difficult.Building psp version of libriary is much more difficult that just porting an app.If author has used his own functions for rendering physics it would work,but as it uses external libriary....not much can be done.I will see later what is required to build that lib,and if it can be ported to psp.I will keep you updated.

PLZKLLME0080
May 16th, 2007, 16:54
aw that sucks

gambiting
May 16th, 2007, 19:16
Good news... on ps2dev forums they have told me that Anonymous Tipster has already ported ODE to the psp,so there is a hope after all....I will try to download it and build Xmoto when I have time(tommorow).

parkermauney
May 16th, 2007, 21:23
Ok, great news! I can't wait to see what you can do!

*Plays Super Paper Mario while waiting anxiously for port*

BlackShark
May 17th, 2007, 08:43
Nice, if you were to build it and release it, would it be open source?

parkermauney
May 17th, 2007, 12:10
I would hope so. I could try and tamper with it and maybe build up my coder skills! :p

gambiting
May 17th, 2007, 15:39
Allright,all libs are build and in place,now I need to make makefile work...if it builds then we will be halfway finished...will keep you updated....and yes,it will be open source(it has to be - Xmoto is licensed on gpl so I have to relase it's source code).

parkermauney
May 17th, 2007, 20:26
Great, I couldn't remember if you could sell modified code or not.

parkermauney
May 19th, 2007, 15:53
Soooo, how's it going?

gambiting
May 19th, 2007, 18:51
I'm still working....don't worry,you will be the first one to know when it's done

parkermauney
May 19th, 2007, 21:22
Alright! :D

factor remix
May 20th, 2007, 01:31
This will be great... I cant wait...

parkermauney
May 21st, 2007, 12:29
*Shakes with anticipation*

parkermauney
May 21st, 2007, 23:44
Hey, I hate to ask, but, how's it going?
:D

gambiting
May 23rd, 2007, 18:50
Most of the code compiles without problems....but there are some that I don't know how to solve yet-but don't worry,I keep in touch with pspsdk developers so I will soon solve it.

parkermauney
May 23rd, 2007, 21:09
K, plz don't die! :D

PLZKLLME0080
May 23rd, 2007, 21:23
Omg!!!

Buddy4point0
May 26th, 2007, 01:29
this looks like its gonna be a great port

potatoman
May 26th, 2007, 09:57
cant wait!

gambiting
May 26th, 2007, 20:05
this looks like its gonna be a great port
But only if it works - don't get excited yet.

Buddy4point0
May 26th, 2007, 20:08
i sure hope it does

parkermauney
May 26th, 2007, 21:19
My dream would be very crushed if it doesn't. :(
No pressure.
LOL

gambiting
May 26th, 2007, 21:45
It will take some more time,I've just figured out that I need bz2 compressing libriary to build it,and that libriary is NOT available on psp,and I don't have any idea how to build it without it.It's the last thing that stops me from compiling xmoto for psp.Oh well,I will just have to figure it out.Will keep you updated.

parkermauney
May 26th, 2007, 21:53
OK. Keep up the good work!

parkermauney
May 27th, 2007, 15:46
Looks like things are getting along pretty good! I see you got it to compile!
http://forums.ps2dev.org/viewtopic.php?p=54367&sid=2d272dc19c526c4524ac1389f59b94b1
:D

gambiting
May 28th, 2007, 05:25
Looks like things are getting along pretty good! I see you got it to compile!
http://forums.ps2dev.org/viewtopic.php?p=54367&sid=2d272dc19c526c4524ac1389f59b94b1
:D

No,it does not compile yet,but it was the last problem I needed to solve,now I need to make some modifications in code to make it compile CORRECTLY.Again,I need some time.

BlackShark
May 28th, 2007, 06:41
X-Moto is in C++ right?

parkermauney
May 28th, 2007, 07:22
K, nevermind! But still, doing good!
BlackShark: Yes it is.

BlackShark
May 28th, 2007, 08:31
Good, i thought so

gambiting
June 1st, 2007, 16:04
Arrgh...this game is written so badly - it has c and c++ mixed together to it's a lot of work to make it build for psp....I'm still working in case you're wondering

parkermauney
June 1st, 2007, 16:24
Alright!

parkermauney
June 4th, 2007, 00:15
Just wondering, what are you planning on doing with the button scheme?

gambiting
June 4th, 2007, 18:58
I don't care about it yet.But I guess that UP/DOWN will be as normal,brake will be rectangle,and gas cross.

SoQb0nc5r
June 4th, 2007, 19:11
parkermauney please relax and allow time for gambiting to work, if I was pressured like that I wouldnt do it...

parkermauney
June 4th, 2007, 19:20
I know, but I've had like 14 seizures at the thought of it.

gambiting
June 8th, 2007, 22:10
Hi! I was playing all week with those damn c/c++ mix problems,and I solved all of them now.But now two things pops up.Everything is explained nicely here:
http://forums.ps2dev.org/viewtopic.php?p=54784#54784
If there are any skilled coders,please take a look at it and give me a helping hand,as I can't figure it out.Thanks.

parkermauney
June 8th, 2007, 22:23
Do you need to include libode0 in the makefile?

gambiting
June 9th, 2007, 19:08
Do you need to include libode0 in the makefile?

Forget about it,I'm through it.I have compiled completely xmoto,and copied eboot pbp and all needed files(textures,music,etc.) to my psp,but this game hangs just after start.I don't have any clue what's wrong,as this program does not log it's activity.I will try to figure it out,maybe with psplink and gdb.Will keep you informed.

parkermauney
June 9th, 2007, 19:18
Alright.

gambiting
June 9th, 2007, 20:16
Hmm psp-gdb prints some useless s***,but I've just noticed that xmoto needs 32mb of video ram.....which is a way to much for a psp(it has only 4mb of video ram).I will keep asking if there is any way to overcome this.

parkermauney
June 9th, 2007, 20:27
Alright. I've noticed that supertux has been ported, and it used to run even slower than xmoto on a non-gfx accelerated pc. So it seems possible, though it's written with OpenAl/Gl.

gambiting
June 10th, 2007, 21:06
Don't expect real progress for a week from now,as it's end of school year and I have to finish everything with my grades,so I won't have much time...but I promise I'll continue it when I have time.If you want I can upload a source code so you can try it for yourself.

parkermauney
June 10th, 2007, 22:07
Alright. I'll look at the source code to get familiar with it, though I probably won't be able to improve at all.

rbervoets
June 11th, 2007, 07:23
Bump, keeping it alive !

By the way i love this game!

gambiting
June 11th, 2007, 11:23
The source code is here:
http://rapidshare.com/files/36478425/src.zip

To build it you will need all dependencies(bzip2,ode,sdl) and after compilation you will need to link objects by yourself,replacing psp-gcc with psp-g++(just take last command that will appear when doing normal make - it will end with error).Then you will have normal xmoto.elf file.Strip it and pack with standard pspsdk commands.If you don't want to play with all this,there is already compiled eboot.pbp included.Just copy eboot.pbp,textures and locale folders to /psp/game/xmoto.

parkermauney
June 11th, 2007, 16:17
I get the other parts, but how do I strip elf files?
And must I compile it to create the data files? I'm sure it can't read straight code. :p

rbervoets
June 11th, 2007, 21:35
keeping alive,,,

BlackShark
June 13th, 2007, 05:07
The source code is here:
http://rapidshare.com/files/36478425/src.zip

To build it you will need all dependencies(bzip2,ode,sdl) and after compilation you will need to link objects by yourself,replacing psp-gcc with psp-g++(just take last command that will appear when doing normal make - it will end with error).Then you will have normal xmoto.elf file.Strip it and pack with standard pspsdk commands.If you don't want to play with all this,there is already compiled eboot.pbp included.Just copy eboot.pbp,textures and locale folders to /psp/game/xmoto.
Alright, Ill give it a try.

rbervoets
June 14th, 2007, 21:00
any progress?

gambiting
June 15th, 2007, 15:24
any progress?

I did not even touched it - school first.

parkermauney
June 15th, 2007, 20:13
Yes, give him at least a week.

(I know how you feel, I had exams the last 4 days of school.)

parkermauney
June 27th, 2007, 22:03
So, have you worked on it at all?

gambiting
June 28th, 2007, 15:47
After the end of school year I started debbuging it,but on monday my motherboard fried :( Luckily it was on guarantee,so I will have a new one next week.

parkermauney
June 28th, 2007, 19:35
Alrighty!

Tell us if anything changes.

rbervoets
June 29th, 2007, 22:13
Yes please tell us !

rbervoets
July 4th, 2007, 14:15
Bump...

gambiting
July 7th, 2007, 21:51
Ok,I have confirmed that my new motherboard arrives at tuesday,but as I have to reinstall everything again(it's diffrent model) I will go back to work on wednesday.Will keep you updated.

parkermauney
July 8th, 2007, 01:49
Alright, can't wait for news.

jandujar
July 9th, 2007, 17:41
I'm waiting for weeks to see xmoto for PSP.

I hope you finish the port.

Are you porting the latest 0.31? It uses SDL for graphics

parkermauney
July 9th, 2007, 17:50
Wow, 0.3.1's already out?

He's porting 0.2.7.

gambiting
July 10th, 2007, 07:25
Wow, 0.3.1's already out?

He's porting 0.2.7.

When I started the newest version availiable from sourceforge was 0.2.7.I will check out this 0.3.1 today.

parkermauney
July 10th, 2007, 07:31
Won't you have to restart all your coding though?

Did 0.2.7 not use sdl for graphics?

jandujar
July 10th, 2007, 15:08
why don't you tell us the modifications you done. Maybe we can help you.

gambiting
July 10th, 2007, 19:47
why don't you tell us the modifications you done. Maybe we can help you.

Modifications done in code itself are very minimal - I have only hardcoded few variables,that could not be resolved from psp os,like GAMEDATADIR - it's hardcoded to "ms0:/PSP/GAME/XMOTO/".I mainly focused on building Makefile to force the code to compile,in whatever state it is.I can't find bug that causes Xmoto to stop on psp by reading source code,as it wasn't me who made it.It would take weeks before I would be able to understand the code as my own.It's simplier to build it as is,and then debug it to find where exactly it stops,and then eliminate the problem.Most of the time before succesfull compilation I've spend on looking for libriaries and resolving various linking problems,not reading the code.And don't worry,I'm still working on it,and I don't plan to abandon it anytime soon.If you need any info just ask.

parkermauney
July 10th, 2007, 21:09
So, when errors come up, you can use a debugger to find exactly where the error is? Like the lua debugger?

gambiting
July 11th, 2007, 14:21
So, when errors come up, you can use a debugger to find exactly where the error is? Like the lua debugger?
No - Lua is interpreted language,and C is compiled.That means that in LUA you can see exactly where the error is,while in C you can see only assembly code with that error.Depending on that,you can't find the exact place in source code in C.You have to find out what errror means,rather than where it is.

parkermauney
July 11th, 2007, 17:34
OK, I figured that after seeing screens of psplink.

How do you decipher the problem from hex codes though?

gambiting
July 11th, 2007, 19:04
OK, I figured that after seeing screens of psplink.

How do you decipher the problem from hex codes though?

I don't read straight from hex codes - first debbuger shows me clean assembler code,and values of variables in hex codes.Of course gdb can convert them to normal values,so I can read them.By doing so,I can see what's wrong in debbuged program when it crashes - for example: program stops,when some variable value is "c:\xmoto_logo.png".It's clear that using such path in psp program is impossible,so I will have to find it in real code and change to "ms0:\psp\Xmoto\xmoto_logo.png".But normally things are not that easy :p

parkermauney
July 11th, 2007, 19:33
Oh I see. Yes, I wouldn't think the hardest part to porting apps to psp is changing C:/ to ms0:/ :p

jandujar
July 12th, 2007, 08:13
any progress?

rbervoets
July 20th, 2007, 11:31
bump

jandujar
July 24th, 2007, 14:07
please, continue with xmoto port.

Any progress?

parkermauney
August 5th, 2007, 12:17
How's it coming?

JPJunkie
August 5th, 2007, 12:35
I hope your getting on alright with it as it sounds amazing:thumbup:

sonic3d
August 7th, 2007, 18:14
im also looking forward to this!

parkermauney
August 18th, 2007, 04:08
I think he might of died. :\

michael chan
August 18th, 2007, 05:49
xD maybe... who knows..

rbervoets
August 25th, 2007, 20:45
Im guessing its dead...

JPJunkie
August 25th, 2007, 20:59
Yep he is dead

michael chan
August 26th, 2007, 00:41
MEh... i still get to play across on the dosbox emu on my psp.

parkermauney
September 2nd, 2007, 06:08
lol, maybe elma could work?

goldeneye12r
September 3rd, 2007, 16:55
I sent him a pm over at neoflash and this is what he said:


Hi! I was working on it,but it comes out that psp does not have enough ram to run it(it still crashes becouse of out of memory errors).Sources of version I've been working on are on the dcemu forums,so anyone can continue it.

So it looks like he isn't working on it anymore...:( Can anyone continue this?

michael chan
September 3rd, 2007, 17:45
I sent him a pm over at neoflash and this is what he said:



So it looks like he isn't working on it anymore...:( Can anyone continue this?

i sure can't... but you can play Across on the dosbox emu ( the old versioon of elma )

sneedee
September 9th, 2007, 01:06
how did you get across working? for me it just freezes on the title screen. what version of dosbox are you using?

parkermauney
September 15th, 2007, 22:03
The slim has double memory.
Could it work?