26 (edited by GeeckoDev 2012-01-29 21:44:03)

Re: PSP port

I just got Neverputt running.

https://p.twimg.com/AkW2OyjCIAA6arA.png

https://p.twimg.com/AkW2JljCQAINmiX.png

https://p.twimg.com/AkW2Em8CMAINb4y.png

Lighting is disabled, the font is still not drawn...
Anyway, this game is running MUCH better than Neverball.
I hope to fix moar bugz in a near future thanks to this game smile

27

Re: PSP port

great work -- is that Z-fighting in the last screenshot? In older versions, goal decals were left one unit above the grass texture to avoid this. this may need reinstating on the PSP version.

Currently Playing:
Celeste and Electronic Super Joy

28

Re: PSP port

You're absolutely right, but glEnable(GL_POLYGON_OFFSET_FILL); and glPolygonOffset(-1.0f, -2.0f); are not supported by pspgl... sad  what can I do to workaround that ?

29 (edited by themacmeister 2012-02-01 07:48:03)

Re: PSP port

You will need to edit the original .map file, and any decals with Z-Fighting can be offset by 1 unit (which may even be 0.1 unit in current versions of radiant -- NetRadiant, GtkRadiant) directly upwards in direction (-Z?). If you can find and install 1.4x versions of the maps, you will see what I mean, although when these were created, radiant only supported whole integer unit values. Someone else on the forum here may be able to edit these for you. MYM is a very accomplished mapper IMHO. Ask around if you get stuck.

OH, of course you will need to re-compile the maps again (with mapc)

EDIT: forgot recompiling maps... hmm

Currently Playing:
Celeste and Electronic Super Joy

30

Re: PSP port

Is there a way to change the code source once instead of modifying every map? smile

31

Re: PSP port

I wish there was... You may be able to set up a program that scans the code and offsets all decals by 0.1 units in the Z plane. To be honest, by the time you had written such a program, you could have edited each map by hand!

Currently Playing:
Celeste and Electronic Super Joy

32

Re: PSP port

Here's a new video : http://www.youtube.com/watch?v=ch5bHzl1-4s

I'm still stuck with the clipping, font rendering and crashes problems, though...

33

Re: PSP port

Wow, you are so close, I can almost taste it!

There was a bug with Binary fonts, but I thought this had been addressed (in SDL_ttf).

If you resized the textures with anything other than Photoshop, I would reopen them all in Photoshop, and make sure that none of them are off by 1 pixel. Also make sure they are base2 values (...16, 32, 64, 128, 256, 512, 1024...) in width and height.

I noticed you still have transparency enabled. Try disabling that, and you will probably fix the clipping issue. The game is not as pretty without it.  I think the rounded rectangles the text is rendered onto is transparent as well, and it might be "clipping" everything within it?

As far as font rendering goes, I cannot help you there...

Keep going, you are nearly there! With low-res textures and 16bit colour, this might get some serious framerates!

Currently Playing:
Celeste and Electronic Super Joy

34

Re: PSP port

Why Photoshop? The stuff I did was done in the Gimp...

Cheese
==========
cheesetalks.net

35

Re: PSP port

Sorry Cheese, I had issues with the Gimp adding an extra pixel, or adjusting the resolution by 1 dpi (usually in width OR height). This was an earlier version of the Gimp, and does not necessarily reflect the current status of the program. I apologise wholeheartedly if that is the impression I gave. wink

Currently Playing:
Celeste and Electronic Super Joy

36

Re: PSP port

The clipping problem is related to the weird hardware behavior of the PSP. I need help from guys who used pspgl before to solve this problem.

Crashes seem to happen only when I activate audio or font rendering.
16-bit framebuffers are already used.
A lot of textures need to be resized. I do that with the GIMP and its fine wink

I think that the font / fade rendering problem is due to pspgl. I think I have something to try here.

37

Re: PSP port

http://lukasz.dk/mirror/forums.ps2dev.o … tml?t=9841

Other mappers on the forum here can help break the maps into smaller fragments. Unfortunately, this may make the more complex or levels with many curves almost unplayable due to the increased geometry!

Currently Playing:
Celeste and Electronic Super Joy

38 (edited by Cheeseness 2012-02-11 12:29:15)

Re: PSP port

themacmeister wrote:

Sorry Cheese, I had issues with the Gimp adding an extra pixel, or adjusting the resolution by 1 dpi (usually in width OR height). This was an earlier version of the Gimp, and does not necessarily reflect the current status of the program. I apologise wholeheartedly if that is the impression I gave. wink

It's OK. I was just curious as to your reasoning.
I've never experienced anything like that with the Gimp personally, so I can't say for sure that it doesn't happen. The Gimp is pretty reliable these days though.

An imagemagick script/command that could resize all the original assets to be PSP friendly could reduce the overhead of any texture changes that come with future versions of Neverball.

Cheese
==========
cheesetalks.net

39

Re: PSP port

@GeeckoDev, that is the solution, linked in my previous post, just so you know.

The prospect of cutting entire maps down to manageable size, is daunting, but keen PSP owners, who know their way around Radiant, will gladly help out!

Poosible solution for blended type being garbled -- "when I use TTF_RenderUTF8_Solid everything works fine" -> http://forums.ps2dev.org/viewtopic.php? … 690d#50966

Is this relevant? -> http://forums.ps2dev.org/viewtopic.php? … lttf#28877

Currently Playing:
Celeste and Electronic Super Joy

40

Re: PSP port

I'll try the TTF_RenderUTF8_Solid workaround, but i don't think SDL_ttf or Freetype is the problem.
The content of the second link has been solved since, I think.

In fact, even the fade effect isn't working properly!! I must find why... it will surely guide me to the solution.

41

Re: PSP port

Some progress today. I workarounded the clipping problem by using 1.0 near plane instead of 0.1. It's still not perfect in some rare maps but that's a LOT better. Font rendering still doesn't work.
I'm wondering why is there not any widget selected by default. I mean, I have to move the joystick before focusing a particular button. This was not happening with neverball 1.5.4. Is there a way to fix this? Or it's a feature ? tongue

I plan to release a new WIP very soon smile