Play Station Portable port

News and discussion about Re-Volt's development.
Mills32
Posts: 2
Joined: Sun Jan 06, 2019 11:18 am

Play Station Portable port

Unread post by Mills32 » Sun Jan 06, 2019 11:31 am

Hi, first of all, thanks for keeping re-volt alive!.

So I once tried to contact a person who was porting the game to the PSP. Then, all this legal trouble came, (when the game was re-released for android and everything...) and this person disappeared.

Now I see there are still people working on this OpenGL version, and I noticed there is an open pandora version of the game :).

So I wondered if someone tried to port it to PSP. I have a bit of experience programming for PSP (not much), and I have a PSP to test, so it would be cool if someone is interested in this, even if it is just a proof of concept.

PSP is a bit more powerfull than a dreancast (well it has only 2 MB of VRAM, but that's not a huge problem) so the game could run ok on it.

Thanks a lot!.
User avatar
Huki
Developer
Posts: 132
Joined: Wed Dec 06, 2017 5:54 am
Discord: Huki#1668

Re: Play Station Portable port

Unread post by Huki » Fri Jan 11, 2019 1:56 am

Mills32 wrote:
Sun Jan 06, 2019 11:31 am
So I once tried to contact a person who was porting the game to the PSP. Then, all this legal trouble came, (when the game was re-released for android and everything...) and this person disappeared.
It was possible to emulate the console versions (PSX / N64) on the PSP, but I'm not really aware of the port you mention, who was working on it, or which version of the source was used...
Mills32 wrote:
Sun Jan 06, 2019 11:31 am
Now I see there are still people working on this OpenGL version, and I noticed there is an open pandora version of the game :).

So I wondered if someone tried to port it to PSP. I have a bit of experience programming for PSP (not much), and I have a PSP to test, so it would be cool if someone is interested in this, even if it is just a proof of concept.
The main issue on our side is lack of time and lack of an actual device to test on. RVGL's core team manages the Windows, Linux and Android versions. The OpenPandora and ODROID ports are managed by developers from their community who have got repo access.

If you think you can handle it, I'd be interested in giving you repo access too. Just let me know if you're up for it.
Mills32 wrote:
Sun Jan 06, 2019 11:31 am
PSP is a bit more powerfull than a dreancast (well it has only 2 MB of VRAM, but that's not a huge problem) so the game could run ok on it.
2MB VRAM could be a problem though. :grimacing: But we'll see how it turns out.
User avatar
VaidX47
Site Admin
Posts: 37
Joined: Mon Dec 04, 2017 6:52 pm
Discord: VaidX47#4043
Location: 333

Re: Play Station Portable port

Unread post by VaidX47 » Fri Jan 11, 2019 2:08 am

Huki wrote:
Fri Jan 11, 2019 1:56 am
I'm not really aware of the port you mention, who was working on it, or which version of the source was used...
Not sure if he's talking about this, but that's the only one I know. He based it on pc alpha code, which was the only one available publicly and is known to be very glitchy. I suppose he couldn't bother backporting the xbox code hence why pc alpha was chosen instead.

The only way to play is through PS1 integrated emulation or N64 (if the emulator is decent, most likely not). Although none of those console versions are as good as PC.

In my case it would be better porting to PSVita cause of its better hardware capabilities, but I guess native PSP version will at least run on both systems.
aka Vaid; >[MediaFire Stuff]<|>[Steam Profile]<
Mills32
Posts: 2
Joined: Sun Jan 06, 2019 11:18 am

Re: Play Station Portable port

Unread post by Mills32 » Sun Jan 13, 2019 2:11 pm

Thanks for answering :).
Huki wrote:
Fri Jan 11, 2019 1:56 am
It was possible to emulate the console versions (PSX / N64) on the PSP, but I'm not really aware of the port you mention, who was working on it, or which version of the source was used...
VaidX47 was right, that "aktion" tried to port the game, and then disappeared https://www.tapatalk.com/groups/ourrevo ... t1718.html.
The PSX port works perfect on PSP, but that port is not good at all, and N64 emulation on PSP is slow.
Huki wrote:
Fri Jan 11, 2019 1:56 am
The main issue on our side is lack of time and lack of an actual device to test on. RVGL's core team manages the Windows, Linux and Android versions. The OpenPandora and ODROID ports are managed by developers from their community who have got repo access.

If you think you can handle it, I'd be interested in giving you repo access too. Just let me know if you're up for it.

2MB VRAM could be a problem though. :grimacing: But we'll see how it turns out.
Thanks!, I have time, the compiler, and a modded PSP, so I can at least try. If the project is too big for me, I can always give up.

The VRAM issue is not "really" a problem, because PSP can use textures stored in RAM. The bad thing is, RAM textures make games to run at 30 fps (not 60).
To mke the game run at 60 fps, you can always use mipmaps, reduce world textures to 128x128, and reduce car textures a lot (not an issue in a small screen).
VaidX47 wrote:
Fri Jan 11, 2019 2:08 am
In my case it would be better porting to PSVita cause of its better hardware capabilities, but I guess native PSP version will at least run on both systems.
PSVita is so difficult to program, I don't think a good port can be made for the moment.

I helped a lot in making a LUA interpreter for PSP (ONELua), this is a test I made loading a re-volt level model, a sky box and a car using ONELua, the car texture is 64x64, and the rest were scaled to 128x128.

Image

In this case there is no mipmapping and the level is loaded as one big piece, so it is not the best optimization, and the PSP could hadle it at around 60 fps.
Post Reply