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Thread: Marathon for PSP

                  
   
  1. #41
    DCEmu Old Pro Wally's Avatar
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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

  2. #42
    King of killed the_eternal_dark's Avatar
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    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).

  3. #43

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    Quote Originally Posted by wally
    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
    That's why I am trying to port the original, and then upgrade it till its comparable to Aleph One.

  4. #44

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    Quote Originally Posted by Inigo Montoya
    That's why I am trying to port the original, and then upgrade it till its comparable to Aleph One.
    Thats good enough.

  5. #45
    DCEmu Old Pro Wally's Avatar
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    Inigo Montoya: Do you mind posting daily logs?

  6. #46
    King of killed the_eternal_dark's Avatar
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    im kinda lost with this one...

  7. #47

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    Hello?

    Anyone trying this still?

  8. #48
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    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!

  9. #49

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    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.

  10. #50
    DCEmu Legend Cap'n 1time's Avatar
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    Quote Originally Posted by Inigo Montoya
    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

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