P.S. It will become more the awesome, if you implement Ad-Hock support and add v-sync option! :roll:
I have recompiled Hexen II in user mode and it seem to run without problems on my PSP with fw3.40 OE.
So if you want to try running it on Slim PSP there is link
below (I dont have a Slim PSP so I cannot test if it works)
http://jurajstyk.host.sk/files/hexen...EBOOT_ONLY.zip
There is just eboot inside package so if you need the other files too they are here: http://jurajstyk.host.sk/download.htm
Yes! It works perfectly (other than PSP's own analog nub wonkiness - if I want to aim precisely, it's too slow when turning around, while if I want to turn around fast, it's too imprecise to aim accurately :3). I haven't tested it with it sound, but, as of now, it works flawlessly.
Still, I'll probably play quake more due to the silky-smooth HW rendering o.0
Anyway, thanks, thanks and a thousand times thanks! You are the best!
cya
Raziel-chan
jurajstyk some small bugs in HW build: skybox doesn't reload while changing a level (previous level's sky is renderen on all next lvls!) Little artifacts appear, when you swim in the water. Sprites have no bilinear interpolation.
3.XX HW kernel build, allocating extra 32MB heap from 64MB PSP-Slim RAM and using 3.XX fw modules (such as net modules, supporting WPA encoding for routers, instead of 1.5 fw net modules) seems to a good idea!
Is there any chance to increase heap size? PSP-phat has 24 MB user-RAM partition, of cource boot files eat some memory, but you allocate only 18-19Mb total memory?
Oh, and i can only imagine Hexen II with HW rendering on PSP...
Huge thanks after all!!
How about the analog nub tolerance and acceleration options in the next release? Take a look: http://emergencyexit.untergrund.net/...nt-in-quake-2/
Originally Posted by code by McZonk
Yes the sky texture is not reloaded (that's bug)
I guess some of the available memory is taken by loaded modules. With SW version i could get to use slightly over 20 MB memmory but HW version would not run above 19 MB (Maybe it's because Graphic Chip uses some part of it for caching)
Hi jurajstyk, excellent work on finishing off the hardware version port! I've been trying to compile your source code, but have been getting these errors:
Thats when I run the build_hw_km.bat file.Code:In file included from ../quakedef.h(266) , from battery.cpp(25) : ../psp/video_hardware.h(22) :22: error: psptypes.h: No such file or directory ../psp/video_hardware.h(161) : error: 'ScePspFMatrix4' does not name a type battery.cpp(35) : error: 'scePowerGetBatteryLifePercent' was not declared in thi s scope battery.cpp(36) : error: 'scePowerGetBatteryChargingStatus' was not declared in this scope battery.cpp: In function 'void quake::battery::check()': battery.cpp(41) : error: 'scePowerIsBatteryExist' was not declared in this scope battery.cpp(48) : error: 'scePowerGetBatteryLifePercent' was not declared in thi s scope battery.cpp(49) : error: 'scePowerGetBatteryChargingStatus' was not declared in this scope battery.cpp(71) : error: 'scePowerGetBatteryLifeTime' was not declared in this s cope make: *** [battery.o] Error 1
I'm also using the PSPDev Environment for Win32 by xorloser, any ideas? Do you have a special setup, or use an updated sdk inside of pspdev?
EDIT: Hmm, it seems to compile fine in cygwin, strange :P ignore this post!
sorry for stupid question, but could not solve this by my own - where i have to put my mp3's so they can be played in quake?![]()
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