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Sep 30 2014 04:37pm
So you obtained a PSP, flashed it, and now you can put whatever game you want on it? Or just PSP? Or other emulators? Like N64 and Super mario?
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Sep 30 2014 06:18pm
Quote (AbDuCt @ 30 Sep 2014 12:37)
Found a cool app that speeds up the reformatting process. I know for one that when I reformat I have at least 60+ applications to download and reinstall so a friend referred me to ninite. Ninite is an installer application which you choose what you want to install on their website site via tick boxes and it builds a custom installer kit for you which will always install the most up to date versions of the software directly from their sources, no need for you to look for the installers or go through the installing process. What's better is you can keep the installer which you downloaded and run it any time you wish and it will go through and install all updated software skipping software that is up to date.

http://i.imgur.com/vJftdlA.png


been using that for a while wishing they would add some more software to the list. :D
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Sep 30 2014 10:20pm
Quote (RMMhc @ Sep 30 2014 06:37pm)
So you obtained a PSP, flashed it, and now you can put whatever game you want on it? Or just PSP? Or other emulators? Like N64 and Super mario?


I've had my psp for almost a year, I just decided to update the software on it. The PSP 3000 is considered one of the best emulator handhelds. Almost every console has been ported starting from second gen (ataris n shit) all the way to PS1/nintendo DS. The emulators I use are N64, GBA, NES, SEGA, SNES, GB/GBC so that already covers a vast range of titles. On top of that you can convert 90% of PS1 games into PSP runnable games so you have that entire collection as well plus what ever PSP titles are out there (many hundreds if you're into Japanese unreleased games). Also some groups create plugins for the custom firmware to translate games so Japanese only titles are mostly converted to English for the popular ones.

My current game line up is as follows (although once I purchase some micro SD cards I will have my entire collection on here):

The legend of hereos: trails in the sky (PSP)(rpg)
chrono trigger (PSP)(RPG)
kingdom hearts birth by sleep (PSP)
Silent hill: shattered memories (PSP)
Silent hill orgins (PSP)
God eater burst (PSP) (online playable with adhoc patch) - fucking fantastic game
Metal Gear solid Portable OPS (PSP) (online with adhoc patch)
Final fantasy 1 (PSP)
Monster Hunter Portable 3 (PSP)(online with adhoc patch)(needs translation plugin) - another fantastic game
Spyro 2 - riptos rage (PS1)
Chrono cross (PS1)(RPG)
Threads of fate (PS1)(RPG)
Tony hawks pro skater 4 (PS1)
Yu Gi Oh forbidden memories (PS1)
Final fantasy 7 (PS1)(RPG)
Spyro 3 - year of the dragon (PS1)
Crash bandicoot 3 -warped (PS1)
Diablo 1
Left 4 dead (homebrew using the quake engine)
Nazi vs zombies (homebrew using the quake engine)
Doom (PS1)
Kurok (homebew using quak engine)(turok remake)

With the Prometheus adhoc patch you can play most adhoc only titles (adhoc is multiplayer but can only play with those in wifi range of you) online via coldbirds server with people anywhere in the world. More information can easily be found on google about games and emulators. Overall the PSP is one of the most hacked and best emulator handhelds out there.

Quote (Bukakke @ Sep 30 2014 08:18pm)
been using that for a while wishing they would add some more software to the list. :D


Heh yea would be better if there was more. You can make suggestions on their website.

This post was edited by AbDuCt on Sep 30 2014 10:23pm
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Oct 3 2014 08:23pm
Picking up psp development again. Reinstalled the PSP toolchain and got to work creating a simple menu with graphic place holders.

The object of this game is to worship ebola-chan, the more you worship her the more of a chance you will become infected with her ebola virus.



Some screens of the start menu and game launch screen.




I have no idea what the game play will be like. Maybe a platformer or something where you have to complete randomly generated levels collecting worship tokens such as candles and skulls along the way or some shit.

This is just to get me re-informed on the PSP development scene after a long absence.
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Oct 4 2014 03:12am
Redid the menu system so that it became a horizontal menu which will work nicer with the home screen layout artwork when I create it.



Was a bit complicated at first but I finally realized how to do it.

In order to position them evenly across the screen you need to do a series of math equations in a specific order.

Code
oslPrintText(menuLoop * (OSL_SCREEN_WIDTH/maxMenus) - (oslGetStringWidth(menuItems[menuLoop])/2) + ((OSL_SCREEN_WIDTH/maxMenus)/2), 250 , menuItems[menuLoop], white);


This is to be used inside a loop where menuLoop increments. Knowing this we can tell where we are in our array of menu texts and we can position them accordingly across our calculated divisions.

First we must take our current position in our loop and multiply it by the maximum screen width divided by how many menus we have. This will evenly divide the screen into segments. At this moment our text will start at the beginning of each segment.

Next we have to subtract half of the total pixel length of our text we are trying to place. This will position our text half way on our division of our screen which we calculated in the first portion.

Finally we have to add half of one segment of our screen. This will bump all the text over so that they are centered in the screen instead of being left justified.

With how this works and is setup, it will automatically align and place any number of menu items onto the screen with the upper bounds limiting to how long the strings are and how close together you are comfortable with making them. You can easily fit 6-7 menus of short length on a screen like this. If you need more you will have to look at a rotating paging system where the menus roll over to another "page" of menus, or align the vertically where you have more room. Another option to fix this is to have a bumping menu system where you display X menus hiding the rest and when you reach the far side, bump the first menu off the screen shifting all the menus over once and then add the new menu to the empty side.

This post was edited by AbDuCt on Oct 4 2014 03:18am
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Oct 4 2014 07:41pm
Started working/playing with mapping and tile sets. I have yet to try to figure out how collision works with the mapping data.

The maps are made from GBA (game boy advanced) map files which you can custom create with Photoshop and other applications as long as they adhere to specific rules such as tile size and total image size. I think if I am going to create collisions for platforms I am going to have to create a sprite sheet, cut it out programmatically and then place it in the game during run time so I will have X and Y coordinates of the platforms. This will let me test for collision with the characters and other objects.

I am not sure if I am going to do a top down scroller yet (god view) or a side view scroller like in my image I've taken. I'll decide once I get more of the code done such as collision and dynamic levels.

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Oct 5 2014 06:40pm
Started to work on the sprite animation code. It's incredibly messy but I have working left and right animations. I need to create some gravity logic so that I can create a jumping action.

I also figured out how to fix my dynamic level generation and collision problems. With the static generation of the map you can also create a invisible collision map which is just white for walkable, black for not walkable and you just check what square you're walking onto. Although this still means I am stuck with static maps. This is where I found out about the oslCreateImageTile() function, which allows you to specify an image, and X and Y cordinates to the top left corner of the tile you wish to load from the tile set as well as the tile size (32x32, 16x16, ect). Then from this loaded image it makes a copy of the subset which is independent of its parent that you move around. This will help me because each OSL_IMAGE structure holds it's own X and Y coordinates in the game, so with this I can place them anywhere I want and check for collisions by calling their X and Y positional functions and comparing them to the players.

Anyways a new screen shot for you. As it is a gif I had to reduce the quality to make it fit on imgur, but the textures are the same as the image above this post:



This post was edited by AbDuCt on Oct 5 2014 06:44pm
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Oct 5 2014 09:29pm
Basic collision done for checking for edge of screen and ground collisions. Very simplstic, but I needed it because I was tired of trying to develop gravity and falling through the ground.

Code
int checkCollision(OSL_IMAGE *sprite, spriteinfo *spriteInfo, int xMove, int yMove)
{
if(spriteInfo->currentDirection == spriteRight)
{
if((sprite->x + xMove + 32) >= OSL_SCREEN_WIDTH)
return 1;
}
else if(spriteInfo->currentDirection == spriteLeft)
{
if((sprite->x - xMove) <= 0)
return 1;
}
else if(spriteInfo->currentDirection == spriteUp)
{
if((sprite->y - yMove) <= 0)
return 1;
}
else if(spriteInfo->currentDirection == spriteDown)
{
if((sprite->y + yMove) >= OSL_SCREEN_HEIGHT - (16*3))
return 1;
}

return 0;
}
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Oct 5 2014 10:14pm
And with this I am done for the weekend. I created my gravity and jumping animations. The only thing I need to fix is to add the logic to allow you to press the jump button while moving. It works fine if you jump first then move, but not the other way around.

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Oct 5 2014 10:17pm
Quote (AbDuCt @ 5 Oct 2014 21:14)
And with this I am done for the weekend. I created my gravity and jumping animations. The only thing I need to fix is to add the logic to allow you to press the jump button while moving. It works fine if you jump first then move, but not the other way around.

http://i.imgur.com/fxANWcS.gif



Need more tentacle
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