yumy quake on the psp i cant wait
All the homebrew programs I know of work in infrastructure mode, and communicate with the internet, or your PC. I can't think of one homebrew app/game that has been able to send information from PSP to PSP, and I think this is why we haven't seen multiplayer.
As per RedKing's comment, I think it may be the fact that HB developers are left to figure out how to implement the PSPs functions by themselves, without Sony made dev kits. Also, games like Burnout take full teams of developers months upon months to develop.
Your ISO idea is great, though. I think that would be ideal for a shell like system like PSIX. If the UMD emulator could be changed so the PSP was tricked into thinking the ISO was the UMD even after shutting the system down, the system would boot straight to the ISO, and bypass the initial menu loading.
yumy quake on the psp i cant wait
I know we have a Quake 1 port, but it sucks, this guy should be working towards that, screw Q2 it was by far the worst in the series.
Oooh! Wonder if it is possible to play Quake 2 mods like Action Quake?Damn that mod is funny...
actually,if you look close in the screenshot,it says "sound initialization",so it may have sound
I vaguely remember a tool called Umd Gen which can make UMD ISOs that run on an iso loader for for psp, but i don't think I could post where to get it on these forums. Just search google to find it.
Quake 3 was the worst.... quake 2 and quake 4 own!!!
But anyways, i do know they have a PSP ISO maker at Psp-Hacks.com that you can use to create HB ISO's for the PSP...
But what i was thinking about using an actual PSP ISO to run homebrew was you could get those sweet graphics and speed without having to emulate....
wi-fi does not work using ISO's...
I know they've used IR multiplayer, but i think it would be too slow for quake 2...
the thing i'm wondering is how he got quake 2 to run smoothly enough to announce/play if doom and quake 1 run slow on the PSP sometimes...
How much is an official sony devkit i wonder.....?
in deed...Originally Posted by Hevyduty
The problem is just as bill00000 said it. The homebrewers are left to figure things out for themselves. But what also slows this process down is the fact that many people are just trying to pop out ports of games made for the PC, rather than trying to figure out these problems and make their own games from scratch using the full potential of PSP's graphics.
All a port requires is rewriting the engine or graphics handling code to be kosher with that of the PSP. Yes there are many hurtles to jump over, but its far easier to rewrite an already made engine to work with another system than it is to try and write an engine from scratch.
But then again, if half the people working on ports pooled their time and resources together, they could in essense create a PSP game engine that could handle many different types of games and utilize the PSP to its fullest potential.
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