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
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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
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).
That's why I am trying to port the original, and then upgrade it till its comparable to Aleph One.Quote:
Originally Posted by wally
Thats good enough. ;)Quote:
Originally Posted by Inigo Montoya
Inigo Montoya: Do you mind posting daily logs?
im kinda lost with this one...
Hello?
Anyone trying this still?
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!
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 :)Quote:
Originally Posted by Inigo Montoya
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.
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.
Hell yeah! Good luck Inigo.
thanx for all the work u putting on it man i hope u can finish this soon....:)
Non sequitor Is their any way to repair a bricked PSP?
inigo, please don't give up, i'm waiting lol
cmon please i wanna see this on the psp please please please.
so is it safe to call this dead?
No.
That is all
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 :)
I'm assuming this is dead by now? :(
Would have been the best homebrew app on the PSP..
i agree to... man marathon would be awesome on the psp...
Hurray MrPeanut!
Lets hope you get somewhere!
Would that be wally bumping an old thread? No!
Marathon would be pwnage, and fun on the pisp (PSP, literal speech).
Yes im bumping an old thread, just to give this program a kick up the goat.
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.
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?
Oh some lame casino we have here now..
BTW... another dev is working on this, he has half of Aleph One compiling apparently :)
wow, can't wait
Just reading through my subscriptions from when I was gone. HELL YEAHS!
Been almost two months. Dead?
Marathon is a hard port..
Wally
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
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
Marathon Infinity
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!
ohmy, greatest news in a while! thanks :D
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?
it should work :)Quote:
BUILD_PRX = 1
PSP_FW_VERSION = 500
( 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.