Search found 37 matches

by Ats
Sun May 06, 2007 4:54 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Hi! Here's the latest version of the game with some new things: version 0.2a : - The game is now running at 333MHz. - The music has been enabled. - All wav sounds and ogg music have been resampled to 44100Hz and are now working perfectly. - All sub-folders (but savs) have been moved to data folder. ...
by Ats
Sun Mar 25, 2007 12:20 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

So I resampled all the wav sounds and ogg music to 44100Hz and now all the sounds work perfectly, thank you!

I have two more things to do before the next release:
- Launch the game at 333Mhz without using IRshell.
- Try to implement Danzeff keyboard for changing savefile name.
by Ats
Sat Mar 24, 2007 3:49 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

I'm still working from time to time on this game. I've found why the wav file loading wasn't working: at the beginning of audio.c, #define MAX_CHANNELS was equal to 4 instead of 2... I gained some speed and finally enabled the ogg music, but this last one is quite crappy. The frequency is twice high...
by Ats
Sat Oct 07, 2006 9:32 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

After some more tries, I've discovered that I have two problems at the same time. The 'clock skew' thing don't seems to cause much trouble. The big problem comes from the initialization function in audio.c The worst thing is that I already had the same problem when I started the project several mont...
by Ats
Fri Oct 06, 2006 1:43 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Hi! It's been a long time since I have worked on Frontier. Now that I have the time to add an OSK, I've reinstalled Cygwin and everything as it was before on my computer. I use the same code that I sent online for v0.1c and... I can't compile my own code anymore. I've tried everything and all that I...
by Ats
Sat Jul 29, 2006 1:27 am
Forum: PSP Development
Topic: Another World Collector's Edition
Replies: 10
Views: 10453

Awesome! Unfortunately, I'm not allowed to release neither the binaries or the sources for this project. Did you asked Eric Chahi if that was possible? Since the GBA and GP2X versions where allowed for being released, why not yours? Or maybe it's because you used the collector's edition that is rece...
by Ats
Mon Jul 24, 2006 11:32 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Hi everyone!
After a good break and some code cleaning, I released the Frontier sourcecode so anyone who have the time and the skills to speed it up can take a look at it.
If anyone is interested, please tell me!

Frontier 1337 v0.1c sourcecode
by Ats
Sat May 27, 2006 12:00 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Thanks again Danzel! Up to 50FPS (engine, not real...) with part1 optimized to Os. I tried to optimize part2 with Os too but it gave me 25FPS, so I keep O2 for part2. => FRONTIER_1337_v0.1c.rar The game is now playable when you are on a spaceport. You have to set the level of shape detail to 'low' i...
by Ats
Fri May 26, 2006 1:00 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Thank you Danzel with your NASA machine :D I made some benchmark with every optimized part1. The FPS are calculated by the game itself at the Ross154 spacestation when all the clouds appeared. Here are the results: O0 -> 25 - before :( O1 -> 39 O2 -> 45 - now :) O3 -> 25 - ... With the part1 optimiz...
by Ats
Wed May 24, 2006 7:06 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Back from my exams. I've made a quick update to the game so you can continue playing after the police arrest you when you land on a spaceport. Now you only have to press the select button to get rid of the police. The 1.00 firmware version is also included in the package: FRONTIER_1337_v0.1b.rar Now...
by Ats
Wed May 17, 2006 1:58 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Today is the first beta release! The game is slow when there is a lot of stuff drawn in the 3Dview, but is almost playable when you are in space. You can save/load your commander, but don't try to rename your save file in the game: there is no OSK implemented yet so it will freeze your PSP. You can ...
by Ats
Mon May 15, 2006 10:51 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Effectively, when the SDL_OPENGL flag is enabled in SDL_SetVideoMode function, the screen->pitch is equal to 0. But I need both OPENGL and a mouse cursor, so I don't really know what to do... Do you have some answers for me? I'm kind of stuck with this one. Or maybe I don't have to use a SDL cursor ...
by Ats
Sun May 14, 2006 11:28 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

I've made a little test program to find the best calculation for a fluid mouse movement using the analogic pad. The mouse cursor is the SDL one and I'm moving it with: SDL_WarpMouse(abs_x, abs_y); Everything is fine but when I'm using this code in Frontier, I get a blue screen telling me that there ...
by Ats
Fri May 12, 2006 10:00 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

In fact, part2 optimized to -O3 makes the game slower. But it would be very good if I was able to optimize the part1. This leads me to some questions ^^' First, is the cc1: out of memory allocating can be bypassed for optimising the part1? I'm using cygwin under winXP with a 2.16GHz AMD Athlon and 5...
by Ats
Tue May 09, 2006 3:36 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Thank you, although I got a lot more to do... I tried Frontier on CaSTaway (Atari ST) and even on PSP-UAE (Amiga) months ago. For now, the Atari emulator is faster than my port :( but has a lot of graphical glitches :) Anyway, I started to make a mini-site for the game. It's explaining the futur fea...
by Ats
Sat May 06, 2006 9:44 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Here's the Makefile that I made with commentaries inside. I compile the game by typing: make default kxploit TARGET= frontier PSPSDK = $(shell psp-config --pspsdk-path) PSPBIN = $(shell psp-config --psp-prefix)/bin SDL_CONFIG = $(PSPBIN)/sdl-config DEF...
by Ats
Sat May 06, 2006 10:17 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Thanks for your answers. I tried Frontier at 333Mhz using iR Shell. The framerate is a little faster than before, but I don't think this is the good solution. For the moment, the original as68k sourcecode from the Atari game can be converted either to i386 ASM (very good for x86 PC but does not work...
by Ats
Fri May 05, 2006 3:45 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Thank you Jim :D Now I know where the PSPGL error list was hiden. The error was : glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, SCR_TEX_W, SCR_TEX_H, 0, GL_RGBA, GL_UNSIGNED_BYTE , 0); instead of GL_INT. Now the game is working on the PSP! The framerate is slow and there is no button input yet, but the i...
by Ats
Wed May 03, 2006 3:43 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Yesterday, I made the mouse pointer to show up during the game, but nothing more because all the openGL functions gave me a blue screen. So after a lot of tries and searching through the forum, I found this post . As I had installed SDL before PSPGL, I didn't know if -D HAVE_OPENGL was automatically...
by Ats
Mon May 01, 2006 10:34 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Apparently, the problem comes from audio.c With the audio totally disabled, the eboot is working correctly without blue screen. But as the screen display is still disabled, the game is nothing more than a black screen... Next stage: Try to get screen.c works (a little) without the missing OpenGL fun...
by Ats
Mon May 01, 2006 11:52 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

For the moment, I totally disabled the rendering of the screen to compile the eboot. On the PSP, the game itself can't be launched without the data file fe2.s.bin in the same folder, so this is a good point. Because it will crash when you run it, and you'll need to find out why. Indeed! I get the bl...
by Ats
Sun Apr 30, 2006 5:40 am
Forum: PSP Development
Topic: Platform 2d for PSP
Replies: 7
Views: 2630

If you want to take a look, I started a side-scrolling engine game months ago. It is written in Lua but should give you an idea of how the block collision works.

You can find it here:
http://atien.free.fr/jeux/mwo/mwo.rar
by Ats
Sat Apr 29, 2006 11:18 am
Forum: PSP Development
Topic: Release Port OpenMugen for PSP
Replies: 10
Views: 11440

Awesome!
I love the button mapping, it's the same as Street Fighter II on SuperNES :)
Now let's wait for the win32 OpenMUGEN new releases...
by Ats
Fri Apr 28, 2006 11:45 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Welcome back in my topic where I speak all alone and nobody seems to care. :D Today I have translated the win32 Makefile-C into PSP Makefile. The compilation is working fine until it's reaching the objects linking. screen.o is asking some OpenGL functions that are not implemented yet in PSPGL. Those...
by Ats
Thu Apr 27, 2006 11:46 am
Forum: PSP Development
Topic: psp coding tutorial lesson 4 help? (Solved)
Replies: 4
Views: 2078

Reads carefully the tutorial n°4 :)
You have to download this file and unzip it in the folder where is your main.c
by Ats
Wed Apr 26, 2006 7:55 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Now I have only one Makefile : CC = gcc CFLAGS = -O2 -g -Wall LIBS = -lglu32 -lopengl32 -lvorbisfile -lvorbis -logg SDLLIB = $(shell sdl-config --libs) $(LIBS) SDLFLAGS = $(shell sdl-config --cflags) -L/usr/X11R6/include FE2OBJS = fe2.part1.o fe2.part2...
by Ats
Wed Apr 26, 2006 10:59 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

Hi. Today I had time to take a new look at Frontier code. With the help of Tom Morton, I manage to compile the game correctly for win32 using the 68k to C source file. Now I'm trying to compile it as an eboot. I changed the screen.c and input.c to fit them for the psp. This should work but I'm not v...
by Ats
Wed Mar 29, 2006 7:06 pm
Forum: PSP Lua Player Development
Topic: lua Random Number
Replies: 13
Views: 7187

Et voila! DRAW = Image.load("PICS/DRAW.JPG") WIN = Image.load("PICS/WIN.JPG") LOSE = Image.load("PICS/LOSE.JPG") while true do screen :clear() pad = Controls.read() -- X if pad:cross() then break end number = math.Random (1,3) if number == 1 then screen:blit(0,0,WIN) en...
by Ats
Tue Mar 14, 2006 1:31 am
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 30949

I wrote to the author of FrontierVM to ask him some questions. Thanks for his quick reply. Can the 68k assembly language be compiled to MIPS processor (PSP) by generating the huge C source file? > Yes. The C output mode should compile for any CPU although this hasn't been tested and there may be end...
by Ats
Tue Mar 14, 2006 12:49 am
Forum: PSP Development
Topic: Help compiling with PSPGL
Replies: 25
Views: 8377

You can compile your code with this: LIBS = -lGLU -lglut -lm -lGL -lpspvfpu -lpsprtc /* Go fullscreen. This is as soon as possible. */ // glutFullScreen(); But nothing seems to appears on the PSP when launching the eboot. (But I'm very new at C and don't know anything for now at open...