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As a quick "proof of concept" if nothing else.. I compiled SGZEngine for the PSP and GP2X last night.

There's a couple of little bugs on the GP2X front - mainly SDL_mixer's buffer being thrashed and stuttery music being the result, but it works.

The PSP one is of course using the pspdev homebrew stuff.. and seeing as the last time I did homebrew, the latest firmware was 1.52, it's been a while since I touched my toolchain ( that sounds un-necessarily dodgy ) and had to go and rebuild it.
Was a rather quick and painless thing to do though!
Extra bonus points to the fact they have SDL, SDL_mixer and SDL_image in the SVN trunk, all ready for PSP use.. meant I literally did a port in 5 mins by building up a Makefile and typing "make" into a terminal.
There's still a slight problem though...
It's not PSP Slim friendly... it requires 1.50 Kernel Access ( which apparently means you need a fat PSP, and a 1.50 plugin for whatever custom firmware you're using ).. this is SDL's fault, as far as I can tell. I may fix this later if it's a nice easy one, else I just wont bother... it was a proof of concept to see if it worked, and it does! I don't quite have the time just now to really delve deep into it at the moment.

The DS, however, is the one that really is going to be targeted properly and DOES require a bit more than just a little toolchain work and recompile. Seeing as I'm a bit buggered in splitting the screens still ( and always have.. laying stuff out across two screens confuses me greatly ) I'll probably have the engine utilise the bottom screen, and spam the top with debug messages or something ( by default, anyway ) as this means that we can use the touchpad as a mouse object :) ( same with the GP2X-F200s ).

Thankfully, the DS has some OpenGL support, so I can just write an OpenGL Renderer for the Engine and it can pick up off of there :) Means the final Renderer count is SDL, OpenGL, Ogre and SPS2.. whew! Does mean that there may be a stronger chance of 3D support in the Honours Project submission... but I'm still concentrating more on 2D at the moment.

So, what's next?
Friday is Milestone Two.
It's "The Biggie" as basically the PC engine should be done, and all that should remain is patching it up to work on other platforms and adding some more features. Also, the main Progress Report is due on the same day, which is great as I can the bundle in all the Milestone stuff! Method in my madness as always :)

It does mean that SGZEngine will also face it's first public release this weekend. It's been given out to some people already and had generally favourable feedback from it.. once the penny dropped as to what it actually IS ( and not just a silly little Windows thing that opens a window in an amusing way, plays a tune, makes some noise and has a sprite on screen. )
Basically, the next couple days it's code-marathon time while I finish up the Entity manager ( some loose ends left to do ), export as much of it to the Script as I can, and perhaps build a quick demo application to show off :) Oh, and document it, write a progress report, and some other things I've to do... it's all fun.

See you this weekend for the release :)
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Blog and Code by Steven Campbell
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