Bennu Game Development

English Forums => Platforms => PSP (homebrew) => Topic started by: danielt3 on August 17, 2009, 05:41:11 PM

Title: PSP Port
Post by: danielt3 on August 17, 2009, 05:41:11 PM
Hi all

First, i would like to say that i think this is the correct forum for posting this. If it is not, sorry about that, and please move the thread the correct forum.

Second, I would like to announce that I'm starting to port Bennu (the interpreter, mainly) to PSP. I'm still not sure how hard this will be since I'm not quite used to the code but I intend to get it in sync with SplinterGU's releases. The basic idea for the port is to be able to just copy the DCB file to the PSP and run it in the PSP version of the interpreter. Of course I will port all of the tools, if needed, to create a full game for the PSP.

From my preliminar studies, I think it is possible to compile a DCB and just run it in the PSP version of the interpreter without any changes. I will get this as my main requirement for this project: running the DCB with minor (if any) modifications. I'm not sure (yet) if there will be need for modifications in the internal structure of the DCB, as well as in the output of the various tools involved in development with Bennu for running the game in PSP.
Title: Re: PSP Port
Post by: SplinterGU on August 17, 2009, 05:57:25 PM
I think so...

Thanks, and wellcome!
Title: Re: PSP Port
Post by: darío on August 17, 2009, 08:40:18 PM
That would be great! :) Keep us informed!
Title: Re: PSP Port
Post by: Burbruee on November 05, 2009, 02:26:58 AM
Any updates on this? Always wanted a PSP build, you got me very excited.
Good luck, I hope you can get something running.  :)
Title: Re: PSP Port
Post by: danielt3 on January 31, 2010, 12:15:25 PM
Hi all

I'm just passing by to say that I'm not dead and the PSP port is running at full speed right now. I had to slow down things because of finals/graduation/getting a new job stuff.

I hope to get something usefull soon and I will post here.


Thanks.
Title: Re: PSP Port
Post by: gecko on January 31, 2010, 12:24:10 PM
THAT SOUNDS AWESOME!
Title: Re: PSP Port
Post by: Drumpi on January 31, 2010, 02:20:42 PM
Wow, if Bennu runs on PSP we will have an ENORMEUS ammount of people who can use it.
Just for this, karma++.
Title: Re: PSP Port
Post by: Sandman on January 31, 2010, 03:33:08 PM
Good job!
Title: Re: PSP Port
Post by: danielt3 on January 31, 2010, 04:45:42 PM

Quote from: Drumpi on January 31, 2010, 02:20:42 PM
Wow, if Bennu runs on PSP we will have an ENORMEUS ammount of people who can use it.
Just for this, karma++.

Thanks for k++!

I hope I make a PSP port worth it.
Title: Re: PSP Port
Post by: panreyes on January 31, 2010, 10:22:24 PM
Quote from: danielt3 on January 31, 2010, 12:15:25 PM
I'm just passing by to say that I'm not dead and the PSP port is running at full speed right now. I had to slow down things because of finals/graduation/getting a new job stuff.
It seems that you are saying you got Bennu working already at full speed. Is it?
Or is it that you are working on it at full speed? xD

big lol :)
Title: Re: PSP Port
Post by: josebita on February 01, 2010, 07:10:30 PM
Quote from: PiXeL on January 31, 2010, 10:22:24 PM
Quote from: danielt3 on January 31, 2010, 12:15:25 PM
I'm just passing by to say that I'm not dead and the PSP port is running at full speed right now. I had to slow down things because of finals/graduation/getting a new job stuff.
It seems that you are saying you got Bennu working already at full speed. Is it?
Or is it that you are working on it at full speed? xD

big lol :)
That's certainly not the same thing :)
Title: Re: PSP Port
Post by: danielt3 on February 02, 2010, 07:10:43 PM
Quote from: josebita on February 01, 2010, 07:10:30 PM
Quote from: PiXeL on January 31, 2010, 10:22:24 PM
Quote from: danielt3 on January 31, 2010, 12:15:25 PM
I'm just passing by to say that I'm not dead and the PSP port is running at full speed right now. I had to slow down things because of finals/graduation/getting a new job stuff.
It seems that you are saying you got Bennu working already at full speed. Is it?
Or is it that you are working on it at full speed? xD

big lol :)
That's certainly not the same thing :)


Indeed, they are not the same thing. Sorry for my bad writing. Well, I was trying to say that I'm working on the port in my full spare time (which is not quite much).

The goal is to produce a full and 100% Bennu-compatible port. Just copy the DCB to the memory card and run it.
Title: Re: PSP Port
Post by: josebita on February 02, 2010, 09:57:34 PM
That's sad. Still, it's a wonderful thing that you're working on it.
Keep us informed!
Title: Re: PSP Port
Post by: Burbruee on February 04, 2010, 06:02:26 PM
Quote from: danielt3 on January 31, 2010, 12:15:25 PM
Hi all

I'm just passing by to say that I'm not dead and the PSP port is running at full speed right now. I had to slow down things because of finals/graduation/getting a new job stuff.

I hope to get something usefull soon and I will post here.


Thanks.
Great to hear. Be sure to post if you have any updates.  ;D
Title: Re: PSP Port
Post by: Ariel Yust on February 14, 2010, 01:30:48 PM
how exectly does he try to make it work?

copy the dcb that was compiled for linux to his PSP card?
I do wonder how can u setup it to work thought quit curiouse :P

hmmm intresting I hope u make it =] I would love to make games for my PSP ^_^
Title: Re: PSP Port
Post by: danielt3 on March 02, 2010, 10:41:39 PM
Quote from: Ariel Yust on February 14, 2010, 01:30:48 PM
how exectly does he try to make it work?

copy the dcb that was compiled for linux to his PSP card?
I do wonder how can u setup it to work thought quit curiouse :P

hmmm intresting I hope u make it =] I would love to make games for my PSP ^_^

Well, dcb files are created in such a way that it does not matter (much) where they were compiled (linux, windows, etc). I think this is the spirit. The main goal is to create a binary program that runs on PSP and that has full-capabilities to run a dcb file wherever it has been compiled. I'm still unsure if this will be possible because I do not know the internals of dcbs (yet). If it is not possible to simply run a dcb, I will patch every tool needed to " cross-compile " a dcb for the PSP and possibly write a new one to patch a dcb in order to run it on the PSP.
Title: Re: PSP Port
Post by: Neodreamer on May 07, 2010, 05:29:01 PM
Daniel, could you upload your psp port beta version? Any new info?
Thanks
Title: Re: PSP Port
Post by: danielt3 on May 07, 2010, 06:00:15 PM
Quote from: Neodreamer on May 07, 2010, 05:29:01 PM
Daniel, could you upload your psp port beta version? Any new info?
Thanks

There will be a (very very) beta in a couple of days. I'll keep everyone informed, of course.
Title: Re: PSP Port
Post by: FreeYourMind on May 07, 2010, 06:03:05 PM
Yuuuuupiiiiii
Title: Re: PSP Port
Post by: josebita on May 07, 2010, 06:04:07 PM
Woa! that's nice!
Hope to see it in action. If you could upload a video of your port in action, it'd be great!
Title: Re: PSP Port
Post by: Neodreamer on May 18, 2010, 02:46:24 PM
Any news about psp port? What date will be beta released?
Please, answer us.
Thanks

Alguna noticia del port de psp? Cual sera el dia de salida o publicacion de la release?
Por favor respondenos.
Gracias
Title: Re: PSP Port
Post by: danielt3 on May 18, 2010, 03:03:47 PM
Quote from: Neodreamer on May 18, 2010, 02:46:24 PM
Any news about psp port? What date will be beta released?
Please, answer us.
Thanks


Sorry, people. I got stuck at work these days.  Maybe I can release something by friday or saturday. I'm about to get something usable but my free time is almost zero. I hope I can release something until this weekend.
Title: Re: PSP Port
Post by: josebita on May 18, 2010, 03:47:46 PM
Ok, just take your time. We'll be happy to see anything you have once you get it working.
Title: Re: PSP Port
Post by: danielt3 on May 18, 2010, 08:10:27 PM
Quote from: josebita on May 18, 2010, 03:47:46 PM
Ok, just take your time. We'll be happy to see anything you have once you get it working.

Thank you.
Title: Re: PSP Port
Post by: Neodreamer on May 30, 2010, 02:33:21 PM
Hi, two weeks ago... Where is the beta versión? Please, if you cant upload your version, please tell us only that or when. Please, put some news some day on every weeks for informate us.
Thanks, we wait you
Title: Re: PSP Port
Post by: josebita on May 30, 2010, 03:12:22 PM
For what I know, he was having some trouble but was working on it.
Title: Re: PSP Port
Post by: danielt3 on May 30, 2010, 05:54:45 PM
Quote from: Neodreamer on May 30, 2010, 02:33:21 PM
Hi, two weeks ago... Where is the beta versión? Please, if you cant upload your version, please tell us only that or when. Please, put some news some day on every weeks for informate us.
Thanks, we wait you

I'm sorry, people. I'm with almost zero-free time.
Now for the news. I will just post some explanations here. From now on, I will be posting weekly (at least) updates on the PSP port in my blog. (http://danielt3.zzl.org/wordpress).

The PSP port is somewhat difficult. Not only because lots of things are not documented so have to go like in a trial and error process. Altough there are a lot of code already written for the PSP, I could not figure out somethings myself (like exporting single variables from dynamic loaded modules). I'm using as a base some code I borrowed from the ScummVM and DaedalusX64 PSP ports. I'm not an experienced PSP programmer and I'm learning things in the whole process. After I finish and get something useful, the code will be avaliable for anyone who wants to learn from it too and I will be here to answer any questions I able to.

PSP does have a dynamic linking mechanism, the so called PRX. PRX are poorman's DLL. Good news! Bad news: they are not documented at all (at least not for anyone who do not have a oficial SDK, which costs a lot of money). The examples in the PSP-SDK are outdated and do not work at all. The process of creating a dynamic loadable module is:

1.) create your source file with some special macro telling it is a module (in bennugd, i have to add the macro and some other things to the source of e.g. libblit, libdraw, etc). libblit, libdraw will become each one a prx.

2.) create (manually, really a PITA) a file which tells what symbols a PRX exports. This file will be compiled to a assembly source file which will be compiled and linked against whatever modules that imports one of the symbols the PRX exports.

3.) compile and link your own PRX

Sorry my lack of time to work on this. I really would like to have more time and see BennuGD fully working in PSP. PSP is a great plataform to write games and BennuGD in PSP would be even more cool.

I will work on a larger more complete post to the blog. So stay tuned.
Title: Re: PSP Port
Post by: FreeYourMind on May 30, 2010, 06:37:11 PM
Daniel, cara, você é brasileiro !?
Da Baía, carioca ou do interior ?  ;D

P:S: Não tem PSP da TecToy não ?
Title: Re: PSP Port
Post by: Neodreamer on May 30, 2010, 08:19:18 PM
Thanks for the info...i hope the future will be near ;)
Title: Re: PSP Port
Post by: danielt3 on June 07, 2010, 02:19:18 PM
Hi folks

Just passing by to say about the PSP port. Investigation (still in course) shows that the PSP's dynamic linking system is unable to export single variables. Bad news. BennuGD is designed in such a way that global variables needs to be exported in some of the modules and libs. A possible workaround is to write getters/setters in every code module. I don't think this approach is good. My design goals are to touch the original code as little as possible.

The new approach I'm trying is to convert the code to static linking and then build a single executable with everything inside. This breaks the biggest advantages of dynamic linking (to be able to replace modules without recompiling and to load/unload code dynamically, thus saving precious RAM space). In PSP-Slim (3000+) we have a total 64Mbytes of RAM. If the whole stuff can fit in a reasonable memory space I will release a beta version as soons as I get all modules and libs to work correctly.

For now, it has become a makefile issue to recompile the code in static libs.

Cherrs and wait for more.

Title: Re: PSP Port
Post by: panreyes on June 07, 2010, 02:26:21 PM
You should talk with Josebita now, he did just that (had to embed everything) with the Wii's port.

Also, there's that port's code:
http://code.google.com/p/bennugd-wii/
Title: Re: PSP Port
Post by: josebita on June 07, 2010, 02:32:01 PM
Yes, daniel.
I'll send you a message to see if we can integrate both ports (if you wish). The architecture of the code in the google code page is not really good but with the new architecture I'm working on, we can keep the benefits of having a modular design inside a single monolothic binary with only the cost of a bigger interpreter.
Title: Re: PSP Port
Post by: danielt3 on June 07, 2010, 03:19:26 PM

Quote from: PiXeL on June 07, 2010, 02:26:21 PM
You should talk with Josebita now, he did just that (had to embed everything) with the Wii's port.

Also, there's that port's code:
http://code.google.com/p/bennugd-wii/

I talked to him a few days ago. He explained what he was trying to do with the Wii port. Then I explained that the PSP had a dynamic linking system and I was trying to use it. But like I said in the previous post, it has come to my attention that the PSP dynamic linking system is unable to export single variables. I came with this conclusion by searching the ps2dev.org forums (THE place for PSP development). I found this info from TyRaNiD:

"The stubs do not currently support variables and I dont think they ever will, it would require too much hackery or modification to ld to be really worth it."

It is posted on PS2DEV forums in a topic regarding PRXs. (link: http://forums.ps2dev.org/viewtopic.php?t=4269&highlight=prx). TyRaNiD is one of the developers who created the PSPSDK and make possible for people to write PSP code. In particular he wrote the psp-build-exports tool which made possible to create PRXs.

Quote from: josebita on June 07, 2010, 02:32:01 PM
Yes, daniel.
I'll send you a message to see if we can integrate both ports (if you wish). The architecture of the code in the google code page is not really good but with the new architecture I'm working on, we can keep the benefits of having a modular design inside a single monolothic binary with only the cost of a bigger interpreter.


Yes.

We can for sure do this. Hope Splinter does not get upset we touch his code. I promise I will try my best to make only the necessary changes in the code.

Title: Re: PSP Port
Post by: danielt3 on August 24, 2010, 06:28:24 PM
Hi folks.

I'm writing this to announce that BennuGD now compiles fine in PSP. I have been working with Josebita and getting help from a ScummVM developer (the one responsible for the PSP port) and there were some progress in the last days.

Unfortunately, just compiling the code is not enough. PSP is hard to develop for mostly because we don't have fancy tools (which does not mean we don't have any tools) and documentation. Right now, it is throwing a hardware exeception due to a NULL pointer access at the very beginning of the program which I'm trying to track.

I'm about to get BennuGD working in PSP. Please, be patient.

c'ya
Daniel
Title: Re: PSP Port
Post by: FreeYourMind on August 24, 2010, 06:35:35 PM
Nice  ;)
Title: Re: PSP Port
Post by: SplinterGU on August 24, 2010, 06:38:04 PM
great, karma for you.
Title: Re: PSP Port
Post by: Neodreamer on August 24, 2010, 10:21:23 PM
good luck! we wait you
Title: Re: PSP Port
Post by: danielt3 on August 24, 2010, 10:24:23 PM
Some progress has been made so far. Wait a little more for something usable.

Thanks for the support.
Title: Re: PSP Port
Post by: danielt3 on October 25, 2010, 02:46:49 AM
Hi all.

After a lot of work (and quite a few time to do it), I present you the very first demo of BennuGD running in PSP. Me and josebita worked together in this port and we also merged our port's code in one single project at http://code.google.com/p/bennugd-monolithic (http://code.google.com/p/bennugd-monolithic).

People can download this demo as well as the Wii port (which is more advanced in terms of features) and check the Wiki for some info about the ports and general instructions. Also, I uploaded a video on youtube to show the demo running in my PSP.

http://www.youtube.com/watch?v=xNdwRcIa5N4 (http://www.youtube.com/watch?v=xNdwRcIa5N4)

Please note that this is a very early beta version of the software, so no guarantees of this being capable of running in one particular PSP system. Also the site is still incomplete but there is a lot more to come.

Stay tuned, people.

:)

Daniel
Title: Re: PSP Port
Post by: warrior_rockk on October 25, 2010, 08:00:30 AM
The first "Hello world" on Bennu in PSP!!! Well worked in my PSP 3000. Thanks a lot Danielt3 and Josebita!
Title: Re: PSP Port
Post by: josebita on October 25, 2010, 08:31:24 AM
Great video, Daniel!
Thanks for crediting me :)

PS: I edited your youtube link as the old one was failing.
Title: Re: PSP Port
Post by: Outlaw on October 25, 2010, 03:24:31 PM
Excelent news! thank you very very much Danielt3 and Josebita for making this possible! Keep up the good work, you're making something really valuable for the Bennu community!
Obviously: karma++ (both of you)
Title: Re: PSP Port
Post by: Drumpi on October 25, 2010, 10:44:49 PM
I join to "karma overdose", GOOD WORK to both of you.
New project added to "project list": WII game :D
Title: Re: PSP Port
Post by: FreeYourMind on October 26, 2010, 03:54:44 PM
FAKE!
Title: Re: PSP Port
Post by: josebita on October 26, 2010, 04:19:25 PM
Quote from: FreeYourMind on October 26, 2010, 03:54:44 PM
FAKE!
Why do you say that?
Title: Re: PSP Port
Post by: FreeYourMind on October 26, 2010, 09:25:34 PM
The 'Bennu Hello World' it's a shooter game  ;D
Title: Re: PSP Port
Post by: josebita on October 26, 2010, 09:40:07 PM
I believe that's just the background of the menu. You cand download the binary and test it yourself from the project page.
Title: Re: PSP Port
Post by: danielt3 on October 26, 2010, 10:26:45 PM
Quote from: FreeYourMind on October 26, 2010, 09:25:34 PM
The 'Bennu Hello World' it's a shooter game  ;D

No, it is not.

The image you say is the background (wallpaper) of my PSP. The PSP UI (called XMB) supports themes and the theme I'm using is from Tenchu4, a PSP game (which, btw, is about feudal japan, ninjas and stealth killing enemies).

The "Hello world" application is actually the white icon (PSP default) with BennuGD written on its side, which gets loaded and loads/interprets a DCB.

Like josebita said, you can, of course download the binary and test it on your own.
Title: Re: PSP Port
Post by: FreeYourMind on October 26, 2010, 10:54:37 PM
The image i said !? I'm lost ;)
I have 2 psp, of course i know what the wallpaper/background is :)

The 'hello world' of a game engine must be a shooter game, ask to Drumpi if i'm right :)

By the way, congratulations for Bennu psp port, i want to try it when i buy some time :)
Title: Re: PSP Port
Post by: panreyes on October 26, 2010, 11:18:23 PM
When Gamemaster said it's a fake, he was just joking, don't worry :)

Nice to see it alive! That means that you are already compiling, great step.
Next to get modules working! :D
Title: Re: PSP Port
Post by: danielt3 on October 26, 2010, 11:26:19 PM
Quote from: FreeYourMind on October 26, 2010, 10:54:37 PM
By the way, congratulations for Bennu psp port, i want to try it when i buy some time :)

Thank you.

Quote from: PiXeL on October 26, 2010, 11:18:23 PM
When Gamemaster said it's a fake, he was just joking, don't worry :)

Nice to see it alive! That means that you are already compiling, great step.
Next to get modules working! :D

OK. Thank you for the support.

Title: Re: PSP Port
Post by: Mr Matsusaka on October 28, 2010, 07:11:24 PM
Great job! I think I will buy a PSP soon. Karma++
Title: Re: PSP Port
Post by: Transdiv on October 29, 2010, 12:32:19 PM
Quote from: Mr Matsusaka on October 28, 2010, 07:11:24 PM
Great job! I think I will buy a PSP soon. Karma++

Beware of buying one which lets you put Homebrews on it.
Title: Re: PSP Port
Post by: josebita on October 29, 2010, 06:44:18 PM
Quote from: Transdiv on October 29, 2010, 12:32:19 PM
Quote from: Mr Matsusaka on October 28, 2010, 07:11:24 PM
Great job! I think I will buy a PSP soon. Karma++

Beware of buying one which lets you put Homebrews on it.

This article by Daniel on our project wiki should help:
http://code.google.com/p/bennugd-monolithic/wiki/PSPGettingStarted
Title: Re: PSP Port
Post by: warrior_rockk on November 24, 2010, 08:13:06 AM
Any news?
Title: Re: PSP Port
Post by: josebita on November 24, 2010, 12:07:14 PM
We're still working on this, but it's much harder than getting things working on the Wii, as the hardware is much more limited and the game packaging system seems to be much more complicated, we'll let you know about any progress we make.
Title: Re: PSP Port
Post by: DCelso on February 27, 2011, 02:09:04 PM
my last version of bgdi can be download from here

http://www.mediafire.com/?3rrublqwmnuex1o

You can test your bennu games only do the next:

Compile your dcb in PC, copy your dcb in your psp together the EBOOT  attached and needed resources of the game.

The PSP buttons will be mapped like a joystick PC, (using joy_get_button) the number of buttons are the next:

#define PSP_TRIANGLE_BUTTON 0
#define PSP_CIRCLE_BUTTON 1
#define PSP_X_BUTTON 2
#define PSP_SQUARE_BUTTON 3
#define PSP_L_BUTTON 4
#define PSP_R_BUTTON 5
#define PSP_DOWN_BUTTON 6
#define PSP_LEFT_BUTTON 7
#define PSP_UP_BUTTON 8
#define PSP_RIGTH_BUTTON 9
#define PSP_SELECT_BUTTON 10
#define PSP_START_BUTTON 11
#define PSP_LEFT_RIGTH_AXIS 0
#define PSP_UP_DOWN_AXIS 1


The psp version have problems with the speed, the advice is use set_fps(yourfpsvalue,3);
Title: Re: PSP Port
Post by: Moogster on February 27, 2011, 03:29:23 PM
Thanks for the effort you are putting in this thing!

I downloaded the pack and tried to run the pptls and fire programs by copying their folders to the PSP/GAME folder. I have a PSP-2000 series PSP with 6.35 PRO-B running on it. I tried both examples and both would give me a black screen for about 4 seconds after which they closed themselves without any message. I tried running the hello world from PSP example that came with Beta 2 yesterday, which seemed to work fine(displayed the text) but wouldn't exit, forcing me to remove the battery to turn off the PSP. The pptls and fire programs would return me to the menu system nicely. In case it was just the video I tried putting in a save() command which resulted in exactly the same behaviour as before and no resulting file on the memorystick. Hm!

Was this a newer version of the Jan 15th Beta 2 or a new bgdi based on the changed module architecture as in the current SVN?

Thanks!
Title: Re: PSP Port
Post by: DCelso on February 27, 2011, 08:19:38 PM
Incredible, I have Custom Firmware 5.50 GEN-D2, and all examples work well.
Do you have generated the .dcb files?
Title: Re: PSP Port
Post by: Moogster on February 27, 2011, 11:57:11 PM
I used the dcbs from the package at first, later I added the save() line and compiled with the one-to-last release(r221? RC20f or something) on Windows 7. Very strange indeed.
Title: Re: PSP Port
Post by: Moogster on February 28, 2011, 12:24:10 AM
The Makefile has a line saying

PSP_FW_VERSION = 500

I spend some time on Google looking for documentation on it's possible values and what it changes but found nothing. Might that be something?
Title: Re: PSP Port
Post by: DCelso on February 28, 2011, 01:03:03 PM
I'm compiling with the default value of PSP_FW_VERSION of the pspkit, I think that is 100,  in all psp forum recommend use it to make binaries for the actual custom firmwares.

I will try to compile with 500 for you can try it.
Title: Re: PSP Port
Post by: DCelso on March 01, 2011, 05:30:48 PM
http://www.mediafire.com/?kbr9mszmtbdtdmi

PSP bgdi  compiled with 500 and using max heap size.

I need very many tests (all you can imagine :D).

Currently there are problems with some musics and with structures alighment, (In a type o structure, You never can use a byte only, you need use a pair number of bytes or use another type like a int)
Title: Re: PSP Port
Post by: FreeYourMind on March 01, 2011, 06:51:40 PM
Solo he notado una diferencia, los colores ya funcionan bien  :D
Title: Re: PSP Port
Post by: DCelso on March 01, 2011, 07:09:45 PM
no todos :(, hay que hacer pruebas para ver qué tipos de archivos no cargan bien los colores e ir solucionándolos, ¿y has probado si va más rápida la carga con lo de usar la máxima memoria para la pila?
Y también repasa tus "types" y structs para que no usen bytes o si los usa que los haga de dos en dos para evitar cuelgues de alineación.
También hay que ver qué sonidos son los causantes de otros cuelgues que he detectado, creo que también relaccionados con alineamiento.
Title: Re: PSP Port
Post by: FreeYourMind on March 01, 2011, 07:52:51 PM
Me estas hablando de structs y types !!??, yo solo he probado de nuevo los juegos xDDD
Title: Re: PSP Port
Post by: DCelso on March 01, 2011, 08:25:42 PM
y van?
Title: Re: PSP Port
Post by: FreeYourMind on March 01, 2011, 09:37:33 PM
yo creo que en mi primer post lo deje todo claro  :D
Title: Re: PSP Port
Post by: SplinterGU on March 01, 2011, 09:54:16 PM
DCelso, me podrias contar que cambios pusiste para que ahora vaya todo bien? si es que va todo bien, no se.
Title: Re: PSP Port
Post by: josebita on March 02, 2011, 11:52:48 AM
Guys... english, please.
And congrats!
Title: Re: PSP Port
Post by: Moogster on March 02, 2011, 12:38:48 PM
Ok, I can't read Spanish so I have to use the Google translation, but as this is the English forum let's play the translation game, this is what I can make of it, please post if this is not what you meant:

FreeYourMind:
I just noticed one difference, the colours are now functioning

DCelso:
Not all colours work, more tests are needed to see which filetypes are loaded properly and which aren't, and testing is needed to see if using the max heap size makes the battery drain faster? And when using types the contents must be aligned at 2 bytes to avoid crashes(what do you mean, only use 1 byte primitive types(byte, char) in pairs?).
Also sounds can crash the program which also seems to have something to do with aligment.

FreeYourMind:
Types and structs, I just tried my games on the new version?

DCelso:
And they worked?

FreeYourMind:
Yes!

SplinterGU:
What changes did you make to fix that? If everything works?


It's pretty hard to figure out what it all means due to sentence structure and techwords being badly translated.

So, I will test the new binaries when I get home tonight, some questions that remain:

- When compiling for the PSP, which versions of the BGDC can I use, did the DCB format change at all since say, RC1?
- Would it be possible to write down a quick guide on how to compile this thing? I saw it uses PSPSDK, but does it use the MinPSPSDK toolchain too, or does it use a GCC that is also used for the Wii version? Some small pointers would be much appreciated.
- Are these binaries the result of the integration of DCelso's port in the Wii tree?
- Which functionality is missing, mod_debug? What does debugging on a PSP look like? A basic writeup of features would be very nice, as it is very unclear what is ported, what not, what the speed is like, what to look out for, how does it handle video modes, native screen resolution is 480 x 272 I think?

Thanks!
Title: Re: PSP Port
Post by: FreeYourMind on March 02, 2011, 01:24:20 PM
LOL
Title: Re: PSP Port
Post by: DCelso on March 02, 2011, 03:33:55 PM
Moogster, this is a direct compilation of the official sourcecode of bennu with minimal changes to compile it with pspdev so It is exactly equals to the official PC (or wiz,caano,linux,windows) version.

I don't know what things work well and what things do not work well so that I need help with tests so there are infinites tests to do and I don't have enough time.

Currently I detected problems with somes songs and with the aligment of the structs.

So you can execute any .dcb compiled with your PC (using lastest bgdc version) in your PSP, You only need know the joystick mapping thad I wrote before. And you can test you game in pc before in psp to test that the results are the same.
The resolution is indiferent, SDL of PSP adapt it to the psp screen so is recomended use that you said.
Title: Re: PSP Port
Post by: DCelso on March 02, 2011, 03:37:02 PM
SplinterGU, las modificaciones que hice para ver bien los colores son un poco chapuzas, toqué directamente las funciones de carga de pngs y fpgs así que no las veo convenientes meter en la rama oficial, el por  qué de hacerlo así es porque hice mil cambios a las máscaras del pixel format en todas las funcioens gráficas obteniendo siempre mal los colores así que o bien no se donde cambiar las máscaras para que sdl se de cuenta o bien sdl para psp pasa de esos valores.

NOTE: sorry for put this in spanish, I dont know how to put it exactly in english, and like this is for SplinterGu,,, I think that it understand me better in spanis :(.
Title: Re: PSP Port
Post by: SplinterGU on March 02, 2011, 03:39:46 PM
DCelso, por que no chequeas si no te esta pasando el problema que le pasa a josebita con la libz en wii, proba compilar sin soporte de comprimidos y poniendo todos los recursos sin comprimir.

perdon por no responder en ingles, se pierden algunas cosas en la traduccion y ultimamente esta costando un poco que nos entendamos por escribir en ingles.

PD: jejeje, al mismo tiempo escribimos justificandonos por poner las cosas en español... ;)
Title: Re: PSP Port
Post by: FreeYourMind on March 02, 2011, 06:19:25 PM
Guys... english, please.
And congrats!
Title: Re: PSP Port
Post by: SplinterGU on March 02, 2011, 06:30:43 PM
Quote from: FreeYourMind on March 02, 2011, 06:19:25 PM
Guys... english, please.
And congrats!

You can feel free of translate it.
Title: Re: PSP Port
Post by: FreeYourMind on March 02, 2011, 06:42:08 PM
Я знаю, это хорошо писать на языке вам больше нравится
Title: Re: PSP Port
Post by: Moogster on March 02, 2011, 08:25:15 PM
If everyone is going to speak their language then whats the use of an English and Spanish forum? It takes serious effort to translate and follow the Spanish news, and now I have to translate the English forum too!

Meanwhile, I tried the new binaries but same problem, black screen for 4 seconds and then it returns me to the menu... :(
Title: Re: PSP Port
Post by: josebita on March 02, 2011, 10:00:41 PM
At least, if you're going to write in Spanish, also put the result of google translating your text below the original spanish text. Otherwise English speaking people will find it very difficult to follow the conversation.
Title: Re: PSP Port
Post by: DCelso on March 02, 2011, 10:13:00 PM
You are right, It will not go to do.
Moogster may be used to your custom firmware, can it run supervisor mode games?
Title: Re: PSP Port
Post by: SplinterGU on March 02, 2011, 10:45:52 PM
sorry, I'll reply on spanish section.
Title: Re: PSP Port
Post by: Moogster on March 03, 2011, 12:08:19 PM
DCelso: I'm not sure what you mean.. I have a PSP-2000 with one of the TA-88v1/v2 motherboards, not as bad as the v3 but also not able to create a Pandora's battery. This means that when I decide to reboot the PSP I have to run a small file which will change to CFW instead of it being done automatically. Other than that I can run signed/unsigned homebrew, VSH menu and ISO's(which requires some mode I think?).

Oh, and I tried to sign the eboot in the zip with prxencrypter(v3.5) but that didn't work..

I am also still trying to compile my checkout, no luck yet. I can compile the PSPSDK samples though, and it seems all paths are set/changed to reflect how the files stand on my system.
Title: Re: PSP Port
Post by: DCelso on March 03, 2011, 03:58:48 PM
I dont know what is your trouble.
I compiled this new version skipping sdlmain and using user mode compilation, you try it and we will see what happen.

http://www.mediafire.com/?nx2st4hw557a7j1

NOTE: The PSP have several modes to run games and normaly are using two: kernel mode and user mode. I have known in HEN firmwares only go the user mode, may be that it is the problem.
Title: Re: PSP Port
Post by: Moogster on March 04, 2011, 10:46:10 AM
It works!  :-*

Still can't compile though..  ::)
Title: Re: PSP Port
Post by: DCelso on March 04, 2011, 03:02:10 PM
This bennu psp version does not compile .prg files, only run .dcb files, you need compile it with bgdc PC version.
Title: Re: PSP Port
Post by: Moogster on March 04, 2011, 07:43:51 PM
Yeah I know, I meant my PSP source checkout..

On my sample program(tetris) the game freezes after a couple of frames, not doing anything special.. I'll try and see what is causing it. Rock paper .. Spock is working fine however.
Title: Re: PSP Port
Post by: DCelso on March 04, 2011, 08:22:59 PM
:), yes pptls and nim works well, the problem seem to be in some bennu functions not detected, yet, so I need little tests to identify its and to try to solve its.

You try use your game without sounds to see what happens
Title: Re: PSP Port
Post by: Moogster on March 05, 2011, 04:18:51 PM
It doesn't have sound DCelso, but I'll try and figure out where the error comes from.. Has been looked into the possibility of combining PSPLink with mod_debug?

Also, when I try and compile the SVN I get this error:

../../core/bgdrtm/src/misc.c:214: error: '_OS_ID' undeclared (first use in this function)

Any idea where this comes from?
Title: Re: PSP Port
Post by: DCelso on March 05, 2011, 07:29:17 PM
I don't known. May be that this happened to me but now I don't remember.
I can upload my makefile for if It can help you.
I had two problems:
* With glob funtions and I solved it using two externals libraries called diet-glob and diet-fnmath.
* And with dynamic libraries, psp does not support dlfcn.h easily and I solved it simulating "loadlib.h" library of bennuGD to do a static compilation with all bennu and SDL libraries.

My makefile for bgdi is the next:

# Static BGDI Makefile for PSP

PSPSDK = $(shell psp-config --pspsdk-path)

SDL_INSTALL_DIR = $(PSPSDK)/..
OSSL_INSTALL_DIR = $(PSPSDK)/..

TARGET = bgdi

BUILD_DIR = build_psp

#src/te9_tf9_hybrid_driver.o
LITTLE_VERSION = 6
MOD_OBJS_L1 = $(BUILD_DIR)/src/mod_say.o
MOD_OBJS_L2 = $(BUILD_DIR)/src/libsdlhandler.o $(BUILD_DIR)/src/libjoy.o $(BUILD_DIR)/src/mod_joy.o
MOD_OBJS_L3 = $(BUILD_DIR)/src/g_bitmap.o  $(BUILD_DIR)/src/g_blendop.o  $(BUILD_DIR)/src/g_clear.o  $(BUILD_DIR)/src/g_conversion.o  $(BUILD_DIR)/src/g_grlib.o  $(BUILD_DIR)/src/g_pal.o  $(BUILD_DIR)/src/libgrbase.o \
              $(BUILD_DIR)/src/g_blit.o  $(BUILD_DIR)/src/g_pixel.o  $(BUILD_DIR)/src/libblit.o \
              $(BUILD_DIR)/src/g_fade.o  $(BUILD_DIR)/src/g_frame.o  $(BUILD_DIR)/src/g_instance.o  $(BUILD_DIR)/src/g_object.o  $(BUILD_DIR)/src/g_rects.o  $(BUILD_DIR)/src/g_screen.o  $(BUILD_DIR)/src/librender.o  $(BUILD_DIR)/src/scaler_hq2x.o  \
              $(BUILD_DIR)/src/scaler_normal.o  $(BUILD_DIR)/src/scaler_scale2x.o  $(BUILD_DIR)/src/scaler_scanline.o \
              $(BUILD_DIR)/src/g_regions.o  $(BUILD_DIR)/src/g_video.o \
              $(BUILD_DIR)/src/libfont.o $(BUILD_DIR)/src/libtext.o $(BUILD_DIR)/src/mod_text.o
MOD_OBJS_L4 = $(BUILD_DIR)/src/mod_video.o $(BUILD_DIR)/src/mod_proc.o $(BUILD_DIR)/src/libkey.o $(BUILD_DIR)/src/mod_key.o
MOD_OBJS_L5 = $(BUILD_DIR)/src/libmouse.o $(BUILD_DIR)/src/mod_mouse.o \
              $(BUILD_DIR)/src/file_fnt.o  $(BUILD_DIR)/src/file_fpg.o  $(BUILD_DIR)/src/file_map.o  $(BUILD_DIR)/src/file_pal.o  $(BUILD_DIR)/src/file_pcx.o  $(BUILD_DIR)/src/file_png.o $(BUILD_DIR)/src/mod_map.o \
              $(BUILD_DIR)/src/mod_time.o $(BUILD_DIR)/src/libdraw.o $(BUILD_DIR)/src/mod_draw.o $(BUILD_DIR)/src/mod_sound.o $(BUILD_DIR)/src/mod_grproc.o
MOD_OBJS_L6 = $(BUILD_DIR)/src/libscroll.o $(BUILD_DIR)/src/mod_scroll.o $(BUILD_DIR)/src/mod_sort.o $(BUILD_DIR)/src/mod_sys.o $(BUILD_DIR)/src/mod_debug.o $(BUILD_DIR)/src/mod_m7.o $(BUILD_DIR)/src/mod_flic.o $(BUILD_DIR)/src/mod_screen.o $(BUILD_DIR)/src/mod_mathi.o \
              $(BUILD_DIR)/src/mod_file.o $(BUILD_DIR)/src/mod_crypt.o $(BUILD_DIR)/src/mod_regex.o $(BUILD_DIR)/src/regex.o $(BUILD_DIR)/src/mod_path.o $(BUILD_DIR)/src/mod_effects.o $(BUILD_DIR)/src/mod_string.o $(BUILD_DIR)/src/mod_timers.o \
              $(BUILD_DIR)/src/mod_blendop.o $(BUILD_DIR)/src/mod_rand.o $(BUILD_DIR)/src/mod_cd.o $(BUILD_DIR)/src/mod_dir.o $(BUILD_DIR)/src/mod_mem.o $(BUILD_DIR)/src/mod_math.o $(BUILD_DIR)/src/libwm.o $(BUILD_DIR)/src/mod_wm.o \
              $(BUILD_DIR)/src/systexts.o $(BUILD_DIR)/src/dirs.o $(BUILD_DIR)/src/b_crypt.o $(BUILD_DIR)/src/varspace_file.o
             
MOD_OBJS = $(MOD_OBJS_L1) $(MOD_OBJS_L2) $(MOD_OBJS_L3) $(MOD_OBJS_L4) $(MOD_OBJS_L5) $(MOD_OBJS_L6)

OBJS = $(BUILD_DIR)/src/main.o $(BUILD_DIR)/src/misc.o $(BUILD_DIR)/src/strings.o  $(BUILD_DIR)/src/files.o $(BUILD_DIR)/src/dcbr.o $(BUILD_DIR)/src/xctype.o $(BUILD_DIR)/src/sysprocs.o $(BUILD_DIR)/src/instance.o $(BUILD_DIR)/src/interpreter.o $(BUILD_DIR)/src/dirs.o \
       $(BUILD_DIR)/src/copy.o $(BUILD_DIR)/src/mod_say.o   \
       $(MOD_OBJS) $(BUILD_DIR)/src/sim_loadlib.o $(BUILD_DIR)/src/callbacks_psp.o  $(BUILD_DIR)/src/diet-glob.o $(BUILD_DIR)/src/diet-fnmatch.o

#-fpack-struct=8
CFLAGS =  -Wall -O3 -G1 -fno-strict-aliasing  -DTARGET_PSP -D__STATIC__ -DDISABLE_X11 -D__BGDRTM__ -DVERSION=\"1.0.0\" -D__LITE__=$(LITTLE_VERSION) \
         -I$(BUILD_DIR)/src -DJOY_YES -I$(PSPSDK)/../include/SDL -DSTDC_HEADERS

CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti

MOD_LIBS_L6 = -lpng -lSDL_mixer -logg -lvorbis -lvorbisidec  -lsmpeg -lstdc++ -L$(OSSL_INSTALL_DIR) -lcrypto     
LIBS = -lz $(MOD_LIBS_L6)  -L$(PSPSDK)/../lib -lSDL -lm -lGL -lpspvfpu -L$(PSPSDK)/lib -lpspdebug -lpspgu -lpspctrl -lpspge -lpspdisplay -lpsphprm -lpspsdk -lpsprtc -lpspaudio -lc -lpspuser -lpsputility -lpspkernel -lpspnet_inet -lpspirkeyb -lpsppower   -lpspdebug -lpspdisplay -lpspge -lpspctrl -lpspsdk -lc -lpspnet -lpspnet_inet -lpspnet_apctl -lpspnet_resolver -lpsputility -lpspuser -lpspkernel 


EXTRA_TARGETS = EBOOT.PBP

PSP_EBOOT_TITLE = BennuGD PSP
PSP_EBOOT_ICON = logo.png    # 144x80
#BUILD_PRX = 1
PSP_FW_VERSION=500
#PSP_FW_VERSION=150

include $(PSPSDK)/lib/build.mak


all:
mkdir -p  $(BUILD_DIR)/$(TARGET)
mv EBOOT.PBP $(BUILD_DIR)/$(TARGET)
mv PARAM.SFO $(BUILD_DIR)/$(TARGET)
mv $(TARGET).elf $(BUILD_DIR)/$(TARGET)



LITTLE_VERSION was a patch to do a system for compiling with different libraries, from 1 (minimun neccessary libraries) to 6 (compile with all libraries).

In other hand, if your example does not have sound and it always crashes in the same site, it is just that I'm searching, please pass it to me, to test it and to try to find the problem.

I don't know the combination of PSPLink and mod_debug. Is PSPLinks the usb wire?
Title: Re: PSP Port
Post by: Moogster on March 06, 2011, 10:39:12 AM
Yes it can give console output from the PSP on the PC.. Will try your makefile later today.

The moment I changed all key() calls into get_joy_button calls it all worked just fine. However, there is still a bug that does not exist when I run the dcb in windows but only on the PSP: I delete a text and write() a new one but Bennu doesn't do too much about it. The program can be found here:

http://dl.dropbox.com/u/920422/Tetris.zip

Press left-right in the menu to change difficulty and you'll see where it goes wrong. In the code this is on line 576.

Otherwise it works fine on PSP and all works fine on Windows(Linux should be fine too).
Title: Re: PSP Port
Post by: DCelso on March 06, 2011, 01:08:28 PM
Calling "eboot.dcb" to the dcb files is not needed in my psp bgdi version. I done a patch to search the first coincidence *.dcb file and open it, so you don't need rename your dcb file game so you can replace it faster in new versions.
Title: Re: PSP Port
Post by: Moogster on March 06, 2011, 04:52:17 PM
Ah that is nice. Currently I'm trying to port my current project over to the PSP, but it never comes alive. The screen goes black after the menu after which I've waited like 10 minutes and nothing came on. It is possible to use the Home button and choose to quit. After that it tries to exit to the menu but after a couple of seconds it just turns itself off. It's quite a large thing, BGDC reports it as 500k+ in code alone. It's not executing anything though, I'm not sure of how Bennu is build up on the inside but could that suggest some form of corruption in the data definitions?
Title: Re: PSP Port
Post by: DCelso on March 07, 2011, 05:18:18 PM
Moogster, I tested your version in my psp and only I found two problems, the background colors and when you select the difficulty with left and right the system does not refresh the information in the screen but if you press start you can start the game with the difficulty selected and not viewed.
I made several changes in your code for fix it, and I have comment unneeded modules and OS_PSP, because my bgdc version knows it.

Mys twos changes are:
* Change write and write_int, for write_var (this do that only change the value of var, change the displayed text)
* Change RBG order, because actualy psp works bad with rgb funtions using gbr instead of rgb, I will fix it in the next version.

Test this version and See the changes.
http://www.mediafire.com/?4ln7m75bnqi1p1a
Title: Re: PSP Port
Post by: DCelso on March 07, 2011, 05:22:10 PM
In other hand, your tetris version is very similar to the mine. Have you use as reference the Osk tetris tutorial? :D.
You can see my version in my apagame project.
Title: Re: PSP Port
Post by: DCelso on March 07, 2011, 05:51:55 PM
Can you add to your tetris music and effects to test it in psp?, thanks.
Title: Re: PSP Port
Post by: Moogster on March 07, 2011, 08:36:12 PM
Hah, never seen a tetris tutorial in my life. :) I made it as an example for the FenixOnFire website when Fenix was first ported to Gp32/Gp2x(not sure) and people were getting started with no documentation whatoever. I'm not concerned with fixing the game, I posted it to demonstrate where the PSP bgdi didn't replicate behaviour on other systems. Good to see you are looking into the things that need change. Adding '#define rgb(x,y,z) rgb(z,y,x)'  should fix the rgb behaviour a bit more cleanly I think. Also the Tetris never had music or sounds, but I can add them if you like. I'll try and see what is working/crashing for me.

Also, I remember there was some trouble reading compressed files, is that(or other things) something I have to watch out for? I tend to
do most of my file read/writes with compression on. Also currently my own project is crashing in a strange spot on the PSP where it never did on the PC. I'll figure it out but it's a lot of dcb updating so it takes time. I'll let you know if I find something.

Still not tried the makefile, GF uses that PC mostly :)
Title: Re: PSP Port
Post by: DCelso on March 07, 2011, 09:11:18 PM
Ok, your .prg demostrates that there is a problem in psp using write, I can help me for detect this problem.

A tetris with music would be a good test music, too.

The makefile is very dependant of my configuration system, you must adapt it very much to your configuration, sure. :D

Your define is a great idea for a temporal patch, too. :D.

And here put some suggetions for your tetris, sorted by difficult:
1.- Make the pieces fall softer. Currently they fall the same lenght of the minimal piece :D.
2.- If you hold left pressed and the piece is falled completely the next piece does not start going to left, you have to press again the left.
3.- Statictics (like my tetris of apagame :D).
4.- two players in the same psp
5.- two players in different psp.
6.- Different stages, like the tetris arcade game. In this you must to do a especific number or lines to go to the next stage, and each stage have an initial configuration of pieces already put.

:D, and good job, is very good :D.
Title: Re: PSP Port
Post by: DCelso on March 07, 2011, 11:01:23 PM
Moogster, I found the problem of the refresh of write and write_int. It is in the resolution, if you change SCRH = 272 by SCRH = 271, the problems dissapear. I detected that set_mode(480,271) causes problems in the psp I dont know why, the thing is that changing the resolution and forcing the rescale of SDL it dissapear. :D.

This problem is in fenix psp, too.
Title: Re: PSP Port
Post by: DCelso on March 08, 2011, 09:54:59 PM
http://www.mediafire.com/?eyx78uek9h0z9s1

new version of bgdi for psp with color fixed in draw functios. The attached example is  Moogster's Tetris. Attached as gift fxi. too. :D-
Title: Re: PSP Port
Post by: Chan1522 on August 25, 2011, 08:37:04 AM
Hello Everyone,I've been expecting a PSP Port of Bennu since BoMbErLiNk's Streets Of Rage Remake V5 is released.The DCelso Port of Bennugd PSP works good but the game crashes when it comes to playable sections and has Colour Pallete Problems.There are alot of requests for a PSP Port,so I just wanna know how much time it will take for a PSP port to come out,I aim to run Streets Of Rage Remake V5 on PSP.

Best Wishes
*Ch@n*
Title: Re: PSP Port
Post by: FreeYourMind on August 25, 2011, 11:47:28 AM
You can try to do the port if you want, in other case I don't believe that sorr game is the only reason to do the port...
Title: Re: PSP Port
Post by: Chan1522 on August 26, 2011, 05:10:01 AM
Hello,Thanks for quick reply but I mainly asking for PSP Port,not just for SORR,but other games too.
I hope Mr.Daniel and Mr.SplinterGU are still working on this Port.

Thanks
Title: Re: PSP Port
Post by: SplinterGU on August 26, 2011, 02:00:33 PM
Oh, sorry, I was never worked in this port...
Title: Re: PSP Port
Post by: Chan1522 on August 26, 2011, 03:04:41 PM
 :o I'm sorry,I know Mr.Daniel is working on it,not sure who is the other person.
Anyways,I've been watching some Bennugd Videos on youtube prove Bennu can run on PSP,but need some work.Here a video of Bennu game SORR running on PSP--

http://www.youtube.com/watch?v=0kje3i2xbNo


The Bennu used is the Mr.DCelso's unfinished version of BennuGD for PSP. Hopefully this will spur on the developers to finish the PSP port.
Title: Re: PSP Port
Post by: Chan1522 on October 01, 2011, 06:35:53 AM
is this port officialy dead :(
Title: Re: PSP Port
Post by: SplinterGU on October 01, 2011, 07:21:18 AM
Quote from: Chan1522 on October 01, 2011, 06:35:53 AM
is this port officialy dead :(

how you affirm this? you have confirmation from developers people?
Title: Re: PSP Port
Post by: Chan1522 on October 01, 2011, 09:00:07 AM
 ???
I'm just asking coz I haven't seen the developers Mr.Josebita and Mr.Daniel for a while
Title: Re: PSP Port
Post by: FreeYourMind on October 01, 2011, 11:18:29 AM
I repeat, the port is not dead, is freeze... DCElso is missing and Josebita for now is working on iPhone/Android port.

Until you wait you can play this greatest game on your PSP with the actual port  ;D

(http://dl.openhandhelds.org/gp2x/screenshots/HE2.png)

http://www.gp32spain.com/foros/attachment.php?attachmentid=23867&d=1315062029 (http://www.gp32spain.com/foros/attachment.php?attachmentid=23867&d=1315062029)
Title: Re: PSP Port
Post by: Chan1522 on October 01, 2011, 12:58:08 PM
Thank you Very Much for the news and for the game as well  :P
Title: Re: PSP Port
Post by: SplinterGU on October 01, 2011, 04:04:53 PM
Chan1522, I don't like your ironic comments... in PM you was ironic and you tried touch my pride for get how decrypt SORR game and how to modify it... I already explain you that the author don't want that the people modify or decrypt his resources.

I already explain you that this is a hobby, no is a job, too... the people don't work for any guy in this project... if you can't wait for developer's time, you can get the project and do your own PSP's port version.

I repeat, I don't like your comments and your way of put pressure in the people... in this way, you'll don't obtain nothing...

If you continue with this attitude, you will earn a ban.
Title: Re: PSP Port
Post by: Chan1522 on October 01, 2011, 04:20:11 PM
"Ok Sir,as u wish,I respect the author Bomberlink,God bless him,Sorry I asked for the wrong thing,I will not try to mod SOrR.dat files anymore.
But,One last request till death,you are the only hope left for me,Please can u help Mr.Daniel for complete the BennuGD PSP Port,My last request till death,I want to play SORR V5 On PSP,I've seen early builds of bennu running on PSP,the DCelso version of bennu works with SORR V5 ,but PSP Shut downs when it loads stage 1 and has weird pallete colours,My very last wish,please help Daniel to complete the PSP Port Sir,I'm expecting the port to finish till December.
GOD BLESS YOU.

Regards from India
*Ch@n*"


This is the actual PM I sended,and I asked sorry for that already and respect what u said in the reply in PM.
Then I just asked Splinter to help the PSP developers to help with their problem(I DID NOT SAY I WANT THE PORT,SO JUST COMPLETE IT.THIS IS WHAT PRESSURE STANDS FOR.
STREETS OF RAGE REMAKE V5,BOMBERLINK AND AMAZING BENNU ENGINE IS THE ONLY REASON WHY I JOINED THIS FORUM.
I don't mean to pressure anyone here.I also find people on this forum very closed,especially Mr.Splinter for replying to my stupid PM's again and again.
BYE....... :'(
Title: Re: PSP Port
Post by: josebita on October 02, 2011, 10:38:22 PM
I mantain a monolithic branch that I had to create to be able to compile BennuGD for the Wii and is also useful for the iOS & Android ports that I mantain/I'm working on. It's also useful for building BennuGD for the PSP but I'm not the PSP port mantainer. DCelso has created one port and Daniel Franzini is working in another one. I don't own a PSP so I cannot help you with technical details, sorry.
Title: Re: PSP Port
Post by: pmaster on October 08, 2011, 04:43:03 PM
I would like to thank the port of Street of rage remake of the PSP and ask to please not give up the project, I tested the port and is very promising, thank you all a hug.  ;D