Search found 59 matches

by Be3f
Mon Jan 12, 2009 3:42 am
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 206056

MDave, see rep xsellize in Cydia Or here you are app (with Q3 demo paks): http://rapidshare.com/files/172662783/Quake_3__iPhone_.rar.html And this is autoexec.cfg, optimized for iPhone/iPod Touch: //AUTOEXEC.CFG 11/30/2008 //RC3 //QUAKE3 for iPhone //IPHONE AUTOEXEC //By Scramble //scramble@gmail.co...
by Be3f
Sat Jan 03, 2009 11:43 pm
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 206056

If anyone is interested in it, working (i've tested) iPhone/iPod Touch Quake 3 port with src: http://code.google.com/p/quake3-iphone/
by Be3f
Fri Nov 28, 2008 8:39 pm
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 206056

Sadly, but i understand. I hope Zonk will be back with new Q2 release soon as he promiced. Last time in irc he told that he has already implemented color lightmapping and fixed data unloading while changing game level. Yeah Q1 is almost perfect on PSP and you've done impressive work with it's engine...
by Be3f
Thu Nov 27, 2008 11:30 pm
Forum: PSP Development
Topic: [porting idea] Quake-Life for PSP (Half-life mod)?
Replies: 0
Views: 2364

[porting idea] Quake-Life for PSP (Half-life mod)?

Hl1 is based on modified Quake1 engine. hl.bsp & hl.mdl (map and model formats) are very similar with Q analogues (e.g. hl.bsp just has different HULLs). Well, here are some interesting experiments with hl.bsp & Quake ports: http://www.quakeone.com/forums/showthread.php?t=3997& http://fo...
by Be3f
Thu Nov 20, 2008 8:08 am
Forum: PSP Development
Topic: need McZonks quake 2 psp source code
Replies: 5
Views: 3807

http://emergencyexit.untergrund.net/2008/0...tunes/#comments

Image

I still can't believe
...

Seems like the last Q2 pic posted by Zonk had some special undertone:
Image
by Be3f
Thu Nov 20, 2008 7:56 am
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 206056

Extremely promising project MDave! =) Any progress? Are you still working on Kurok?
by Be3f
Wed Jan 23, 2008 1:41 am
Forum: PSP Development
Topic: Jump'n'Bump 4 PSP | Awesome and very simple game port idea..
Replies: 11
Views: 4702

Oh, MK2k - awesome work, huge thanks! I think, you know what will make it even better: Ad-Hock, bots and 480x272 upscaling ;)
by Be3f
Mon Jan 21, 2008 12:55 am
Forum: PSP Development
Topic: GPGPU on PSP
Replies: 23
Views: 9370

http://forums.ps2dev.org/viewtopic.php?t=8796 - a good example of the psp gu power.
by Be3f
Fri Jan 18, 2008 3:36 am
Forum: PSP Development
Topic: What has changed in coding for the newer firmwares ?
Replies: 29
Views: 34840

Also, to build a 3.XX EBOOT, you need to edit pspdev/psp/sdk/lib/build.mak - delete strip_ here:

Code: Select all

$(PSP_EBOOT_SND0) strip_$(FINAL_TARGET) $(PSP_EBOOT_PSAR)
(I may have an old SDK - November 2006...)
by Be3f
Thu Jan 17, 2008 8:05 pm
Forum: PSP Development
Topic: What has changed in coding for the newer firmwares ?
Replies: 29
Views: 34840

Thanks! And 20480 Kb is the absolutely maximum for psp-fat, right?
by Be3f
Thu Jan 17, 2008 7:47 pm
Forum: PSP Development
Topic: What has changed in coding for the newer firmwares ?
Replies: 29
Views: 34840

Be3f wrote:If hb is compiled for the high fw, eg:

Code: Select all

PSP_FW_VERSION = 371
-will it work same as kernel app on all 3.XX custom fws, as 3.40 OE?
Hmm... As i see, 3.XX hb may be compiled only in user mode, but you may do kernel calls via included kernel libs in KM PRX?
by Be3f
Thu Jan 17, 2008 7:19 pm
Forum: PSP Development
Topic: What has changed in coding for the newer firmwares ?
Replies: 29
Views: 34840

If hb is compiled for the high fw, eg:

Code: Select all

PSP_FW_VERSION = 371
-will it work same as kernel app on all 3.XX custom fws, as 3.40 OE?
by Be3f
Thu Jan 17, 2008 1:32 am
Forum: PSP Development
Topic: Jump'n'Bump 4 PSP | Awesome and very simple game port idea..
Replies: 11
Views: 4702

@J.F.
Sounds very promising!
I'm exploring the code, but understanding mostly how nooby i am in C... (:
by Be3f
Thu Jan 17, 2008 1:21 am
Forum: PSP Development
Topic: need McZonks quake 2 psp source code
Replies: 5
Views: 3807

Zonk has done many optimizations since the latest public beta with src included. 2x faster rendering (and framerate!), better loading code, some small things... So, you'd better ask him for the latest code. Join IRC channel: irc.freenode.org #emergencyexit However, the port is still far from perfect...
by Be3f
Wed Jan 16, 2008 5:37 am
Forum: PSP Development
Topic: Jump'n'Bump 4 PSP | Awesome and very simple game port idea..
Replies: 11
Views: 4702

Re: Jump'n'Bump 4 PSP | Awesome and very simple game port id

DELETED (sorry, tried to edit the head and got the new post o_O)
by Be3f
Wed Jan 16, 2008 5:36 am
Forum: PSP Development
Topic: Jump'n'Bump 4 PSP | Awesome and very simple game port idea..
Replies: 11
Views: 4702

Re: Jump'n'Bump 4 PSP | Awesome and very simple game port id

DELETED (sorry, tried to edit the head and got the new post o_O)
by Be3f
Wed Jan 16, 2008 5:34 am
Forum: PSP Development
Topic: Jump'n'Bump 4 PSP | Awesome and very simple game port idea..
Replies: 11
Views: 4702

Re: Jump'n'Bump 4 PSP | Awesome and very simple game port id

DELETED (sorry, tried to edit the head and got the new post o_O)
by Be3f
Sun Jan 13, 2008 5:16 am
Forum: PSP Development
Topic: Jump'n'Bump 4 PSP | Awesome and very simple game port idea..
Replies: 11
Views: 4702

Jump'n'Bump 4 PSP | Awesome and very simple game port idea..

Sorry for posting jast an idia, but i'm too newbie in C++ to create anything more serious, then a calculator or smth... (: BTW, i wanna suggest you - advanced coders - an old but very fan free DOS multiplayer game Jump'n'Bump. Unfortunately, it doesn't run on PSP-DosBox (crashes with the BUS Error),...
by Be3f
Tue Dec 25, 2007 11:53 pm
Forum: PSP Development
Topic: PSP Quake 3 server
Replies: 5
Views: 4439

Oh, awesome! But how about trying to port actual quake 3 (client :)) for Slim (http://forums.ps2dev.org/viewtopic.php?t=8935)
Merry XMAS!
by Be3f
Sat Dec 15, 2007 4:48 am
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 206056

So, did anyone try to compile q3src for pspslim? Any success?
by Be3f
Fri Nov 30, 2007 3:31 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 72181

I will cloud :) Be3f could you provide me some link to some good q1 texture pack ? go there for texture http://facelift.quakedev.com/ Yes that's it, but i dislike the latest Quake-Retexturing PAKs. Here you are a comparison of some textures from the last QRP and my "unique compilation of the b...
by Be3f
Sat Nov 24, 2007 7:57 pm
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 72181

Are all textures cashed in the video memory, or in the main RAM? Now there is enough RAM for mipmaps, or even hi-rez textures with mips In PSP-Slim. Can anyone imlement the additional textures support to the Slim version, like almost all modern PCQuake-ports have? With 16 bit color (the best solutio...
by Be3f
Fri Nov 23, 2007 5:12 pm
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 72181

I've made a new PIC1.PNG (using Quake boxart) and edited ICON0.PNG, added SND0.AT3 (small part of the Metallica - Nothing Else Matters) and recompiled Hardware Kernel EBOOT with no kxploit (single EBOOT, no second dir with %). That's how it's displayed in the PSP XMB: http://img150.imageshack.us/img...
by Be3f
Fri Nov 23, 2007 5:07 pm
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 72181

Cpasjuste - awesome update, now huge mods work on Slim & MP3 doesn't slowdown framerate much! How about the kernel & user modes builds for the PSP-Fat with hardware MP3 streaming (have no psp-sdk, cygwin & toolchail installed on this new laptop to compile anything myself...)? ;-)
by Be3f
Fri Nov 16, 2007 5:02 pm
Forum: PSP Development
Topic: Quake 3 Arena clone on the LTE 2.0 engine?
Replies: 6
Views: 7350

Fanally, LTE Game Engine 2.2 Source Code is released!
http://www.ltestudios.com/
by Be3f
Mon Nov 12, 2007 8:31 pm
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 72181

http://www.dcemu.co.uk/vbulletin/showthread.php?t=79042 PSP Quake 1 ver. 1.0 Release by jurajstyk This is a port of ID Software's Quake 1 to the PSP. Based on PSP Quake port by Peter Mackay and Chris Swindle. Developed and tested on PSP with firmware version '3.40 OE'. Features -------- Working: - M...
by Be3f
Sun Oct 14, 2007 2:59 am
Forum: PSP Development
Topic: Suicide Barbie demo [Final version]
Replies: 16
Views: 12915

Anybody tried this baby on a Slim with M33? Does it work? Doesn't work on my Slim with 3.60 M33. Exits with the following error: The game could not be started. (8002014C) It's 1.50 fw homebrew, it won't run on Slim, until it's compiled for 3.XX core, or Dark_AleX (or someone else) integrates 1.50 f...
by Be3f
Mon Oct 08, 2007 3:04 am
Forum: PSP Development
Topic: Will Homebrew programs work on any PSP ? Or only old ones?
Replies: 13
Views: 5796

I thought that this thread is about "will 1.50 kernel homebrew work on Slim?", but it's much more serious :-) We were looking at the PSP as if it were a hand held computer... like the old Palm or HP iPaq windows hand helds. In those cases the manufacturers encouraged everyone to create app...
by Be3f
Mon Oct 01, 2007 1:23 am
Forum: PSP Development
Topic: Tyranid = J.F. ?
Replies: 9
Views: 4841

lol can't forget the story of team M33 & Dark_AleX? :-)