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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).
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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.
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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.
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Yo U Got Quake 3 Running Yet ?
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Inigo Montoya, how's the marathon port? i really would like to see this.
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My Current Progress
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.
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sweet, if you need money or anything im here.
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Ok all i can say is Rock On!
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I had an idea...
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.