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Thread: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?

                  
   
  1. #11
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    well they got quake 3 to run on the ps2 so it should be possible to either make a direct port or design a clone version of the original

  2. #12
    DCEmu Rookie Be3f's Avatar
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    @PSmonkey
    Ask Ubisoft Monreal to make an offical Q3 port on UMD ^_^

  3. #13
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    P.S.




  4. #14
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    Quote Originally Posted by Be3f View Post
    @PSmonkey
    Ask ******* ******* to make an offical Q3 port on UMD ^_^
    When was that public knowledge?

  5. #15
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    Quote Originally Posted by yaustar View Post
    When was that public knowledge?
    yeah (somewhat). I mention on my site I now work at ubi.


    Anyways i'm currious to look but i dont think a port will be simple since it seems the extra 32mb is locked in kernal mode and might take some hacking to get access to (have to check with a few to see if they found a way to get the mem).

    Still it's nice to see an optimised port of quake 3 thats more portable (old one was a mem hog).

  6. #16
    DCEmu Rookie Be3f's Avatar
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    Quote Originally Posted by PSmonkey View Post
    Anyways i'm currious to look but i dont think a port will be simple since it seems the extra 32mb is locked in kernal mode and might take some hacking to get access to (have to check with a few to see if they found a way to get the mem).
    Well...
    Quote Originally Posted by kururin (ps2dev.org forum)
    I talked to the guys, and they say they will avoid umdcache module loading when executing homebrew in a future revision. Good to hear, all memory available
    More here
    Let's just wait for the next custom fw for slim

  7. #17
    DCEmu Rookie Be3f's Avatar
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    Finally, custom FW 3.71 is out and RAM partitions problem is over:
    Quote Originally Posted by Dark_AleX (3.71-m33 readme)
    - Psp Slim: umdcache was allocating memory even when homebrew was launched, wasting
    memory that homebrew programs may want to use. Now umdcache module is stopped before
    it can allocate any memory, only in the case homebrew is launched.

    Also, memory is unprotected for user memory usage by M33 core (only when homebrew is launched).
    Developer, for a sample of how to use the extra memory, see the extra ram sample of the M33 sdk.

    Included is a sample that uses the 32 MB of extra ram of the psp slim.

  8. #18
    DCEmu Coder HardHat's Avatar
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    Well, I took a quick look at the included COMPILING.txt, and it doesn't look promising to me. Specifically the fact that it requires memory mapped files to make it all work for us. PSP doesn't offer memory mapped files that I've seen, so that doesn't seem like a winner.

    Also it doesn't use the VM to do mods. :-(

    I'd rather work from the ioquake3 source from what I can tell, but I guess nothing is easy really.

  9. #19

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    quake three would be amazing on the psp. i'm learning how to code now, but its only in lua so i'm afraid i wouldn't be able to help much.

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