Questions about porting a game

Discuss the development of software, tools, libraries and anything else that helps make ps2dev happen.

Moderators: cheriff, Herben

Post Reply
BlitX
Posts: 2
Joined: Fri Mar 18, 2005 2:27 pm

Questions about porting a game

Post by BlitX »

Hi , I'm new to the ps2dev and I'm trying to port the doom legacy to the ps2 Doom Legacy, if you dont know this is a port of the original doom to varios OS's and plataforms, a ps2 port would be cool because DoomLegacy has split screen support.

Well I have two questions:
1 - Now I'm having some trouble to plot things to screen, using gskit. Let me tell you what I did. I created a TEXTURE and set it to 8bits and made a byte array of 320*200 to simulate the vga dos screen , and uploaded the texture, the problem is the PALETTE , I cant seem to find any example in using palettes with gskit . do you know some "trick" that will do the job?

2- Timer.. in dos the code substitute the timer interrupt by a timer handler , something like that.
Install_Handler(int_num my_int_function) , so is there a way to install a handler like that in the ps2? and make it run like every 10ms or every 20ms..

I have some screenshot of what I have done until now here:
http://blitx.n3dev.org/ps2doom
as you can see it stops at Vid_init() , I already made the gskit init stuff and its working ok, just need palettes to work the right way.

Thanks in advance
sorry for my bad english

I always dreamed in playing doom in my ps2 :]
Darren
Posts: 23
Joined: Mon Jul 12, 2004 11:49 pm

Post by Darren »

Although I don't know much about the author or this project you can look at ps2quake in the cvs for some useful tips.
BlitX
Posts: 2
Joined: Fri Mar 18, 2005 2:27 pm

Post by BlitX »

hmm.. thank you I'll check the cvs , hopefully it will help me getting doom to work.
Post Reply