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Thread: Quake PSP being worked on Again

                  
   
  1. #1
    Won Hung Lo wraggster's Avatar
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    psp Quake PSP being worked on Again

    Our very own PeterM has posted on his blog that he is continueing his port of Quake to the PSP, he mentions a ton of stuff but heres a post that will interest many:

    It’s been a heck of a long time since Chris Swindle and I did a Quake release, but hopefully there are still some people out there enjoying it.

    I managed to find a few hours this week to work on hardware rendering for Quake. It’s a long time overdue!

    When deciding how to go about writing the hardware rendering layer, two potential approaches immediately sprang to mind:

    Hack the software renderer, adding hardware replacements until it’s done (or fast enough).
    Rip the OpenGL calls out from GLQuake and replace them with PSP GU calls.
    In a perfect world, both paths would arrive at the same destination. Both approaches would work pretty well, but after some deliberation I decided on the second approach. GLQuake has covered much of the groundwork already, so I should probably capitalise on that.

    A worthwhile diversion

    The initial worry was that I would hack away at the GLQuake code, commenting out OpenGL calls and/or replacing functions with stub (no-op) versions, compile my code, run it, then immediately hit a null pointer exception and crash. And of course, that’s almost exactly what happened. The game started, got part of the way into initialisation, and the PSP powered off. (This is what happens if you don’t handle a hardware exception.)

    Now, debugging on the PSP is a bastard. Especially if, like me, you’re not a Linux type of guy and wouldn’t touch GDB with a 10 foot barge pole. Maybe official developers get a great debugger, I have no idea. I’m using the homebrew SDK here.

    I then had an epiphany. Visual Studio’s debugger kicks ass. A running screaming arms-waving leg swinging punt right up the sphincter. Getting this crash to happen in Windows would make it a damn sight easier to fix, so I set about making it so.

    Inspired by some “work” work I’ve been doing recently, I whipped up some minimal stub versions of the PSP SDK headers I was using, and created a Win32 build of the project. Obviously the functions, like most, do nothing visible to the calling code. They do however allow the calling code to compile, link and run.

    With no actual graphical output, but with the Quake engine and most of my port code humming away in the background, I built and ran the Win32 version. And like all good bugs, this one appeared promptly, making the whole Win32 build effort worthwhile. Incidentally, it was one of the worst kind of bugs - the subtle typo that many a coder has spent dreary late nights hunting for. After deleting a single misplaced “!” character, the bug was no more.

    So back to the task at hand

    After the game successfully ran on Windows and PSP, with a whole lot of GLQuake running but without any PSP rendering going on, I went back to what I was supposed to be doing. I added some GU initialisation and buffer swapping code, just to get something up and running.

    I slowly adding drawing code, until I had enough to draw flat shaded polygons with “random” (so that’s what a pointer looks like when reinterpret_casted to ABGR) colours. I also went about replacing the OpenGL matrix operations with GU and GUM equivalents. And it worked! What a stroke of luck, but damn was it pug fugly:

    And that was the end of another development day. Thanks for reading, there’ll be more in my next post.

    More at his blog here

  2. #2
    DCEmu Regular Anger's Avatar
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    let me be the first to say - coooolll.
    heres hoping for a speedy release.

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    DCEmu Old Pro Baboon's Avatar
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    This is great news!

    Cant wait for the the new update!

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    DCEmu Legend Buddy4point0's Avatar
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    Sweet!!!! i love psp quake! thanks you rock

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    DCEmu Rookie O-bake's Avatar
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    Great news

    This all sounds really good.
    I hope that Mod-Support will be enabled, too. I would like to play other Levels or Games with the Quake-Engine, like i can di with the PC-Version.

  6. #6
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    this is a such a good port, cant wait for a new release!

    2 things id love to see implemented, one would be being able to create a demos folder and then selecting demos to play via the menu. id also like to see quakeworld implemented into the multiplayer, would add more features to multiplayer plus being able to watch all the latest qw demos in my hand would be awesome

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    I Love Psp Quake!!!!!!!!!!!!

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    PSP User Ennohex's Avatar
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    Yaaaaaayy! I still dig Quake and Doom on PSP

  9. #9

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    I still play Quake on the PSP. Though wouldn't a hardware mode run really slow or something? I like playing with bots, which take a lot of memory.
    Also, are you guys ever going to fix that annoying thing where, if the player moves forward, his view IMMEDIATELY snaps dead-center? I can't hit enemies that are above or below me whenever the screen keeps lowering or raising itself instantly.

  10. #10
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    This is excellent news. I still play this every now and then as well. Thanks to Peter and his contribution- this could just be what the homebrew scene needs in this seemingly dwindling times for the PSP's homebrew users. Can't wait!

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