AGS Development > Engine Development
AGS engine PSP port
JJS:
This is a follow up post to the initial PSP port I presented in the engine release thread.
Now that the port has matured a bit and can be considered almost complete and more user-friendly here is a proper release thread for it. Still, this is a port of the 3.21.1115 runtime engine to the PlayStation Portable. To play it you need a PSP 2000/3000 or Go with a Custom Firmware or Homebrew Enabler. The engine will start on a PSP 1000 but due to the lower total available memory, you cannot run most AGS games.
Games can just be copied as they are into the ports folder on the PSP, no more renaming to "ac2game.dat" as in the initial version. Now the game data is autodetected. If the game data is compiled with an incompatible AGS version, the launcher will tell you so.
There are various options that can be configured in a text file. See the Readme for details please.
Source code is available on gitorious as a clone/branch of the Linux engine port:
https://github.com/adventuregamestudio
Binaries are available from my website:
http://jjs.at/software/ags.html
:= UPDATE :=
If you want to stay on top of the newest developments, you can get intermediate binaries from my daily build site:
http://jjs.at/daily/
I will put an updated version there whenever I make changes to the source.
Also there is a bug tracker here:
http://jjs.at/tracker/
Please also post feature requests and bugs there.
Joseph DiPerla:
Nice work!
LimpingFish:
Great! :D
Some questions:
Would it be possible to build a version of this that compiles everything as an eboot? What I mean is, can a version that loads a single game automatically, bypassing the need to load a game from a seperate GUI, be implemented?
Some PSP emulators use a cache file system to avoid the PSP1000's memory limitations. Could something similar be used here?
Dualnames:
Those are great news. Now let's make than android port :P (I doubt that's doable :P)
monkey_05_06:
I was actually just looking into it, and the Android NDK might actually make an AndroidGS engine port more feasible. I'm not nearly versed enough in C++ to attempt it myself, and a fair amount of the engine would probably still have to be ported directly to Java. Probably not impossible though.
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