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InsideQC Forums • View topic - Descriptive Modding: The PSP Engine

Descriptive Modding: The PSP Engine

Discuss programming topics for the various GPL'd game engine sources.

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Postby Downsider » Sun Feb 21, 2010 7:51 pm

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Postby Downsider » Sun Feb 21, 2010 7:57 pm

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Postby Downsider » Sun Feb 21, 2010 8:11 pm

Uh, disregard the above post, the fix actually doesn't seem to work, regardless of MP3 file.
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Postby Team Xlink » Sun Feb 21, 2010 10:06 pm

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Postby Downsider » Sun Feb 21, 2010 11:56 pm

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Postby Baker » Mon Feb 22, 2010 12:35 pm

I'm not having either of the problems you guys are having.

MP3s load and play and never crash in my setup. It could be something about my MP3s?

Either way:

1. I managed to identify precisely where the crash occurred in the old version so it can be avoided.

2. The current version is not the final version of this little project.

Once I get this project closer to final state, I'll pay a lot more attention to bug problems or problems that others are having. I have this little project maybe about 50% of what I want, but need more quality time with it to complete the single codebase goal I have.

[And unfortunately, all the snow in my area has very much impeded me from everything lately. It wiped 2 days a couple of weeks ago by blocking satellite internet and then killed 2 days a week later by stranding me somewhere with no internet and additionally messing with real life ... stupid snow ... :evil: :evil: ]
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Postby Downsider » Mon Feb 22, 2010 9:11 pm

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Postby Baker » Tue Feb 23, 2010 3:51 am

Actually I can't.

It's the Quake sound track converted to mp3. But I've used both the Kurok mp3s and the Travail sound track as well.

When I do another revision, I'll post some mp3s or even a shareware compatible setup with a non-Quake soundtrack that works for me for others to test/verify my work.
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Postby Downsider » Tue Feb 23, 2010 5:47 am

I'll windiff what you did from revision 8 to 9 and see what I can deduce..

How long are you leaving the songs playing for? There's a good chance mine looped once, then crashed when it hit the second loop point, as I wasn't familiar with the Kurok soundtrack (That's what I used..)

Regardless, something's definitely up, although it may be related to my configuration, as you suggested.
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Postby Baker » Tue Feb 23, 2010 6:33 am

I think I defined my testing as "didn't crash after the first loop".

I didn't explicitly wait to see what happened after the second loop, although I think I had Quake running for 8 to 10 minutes at least a few times during testing which seems likely it looped a few times.

I don't have access to the source code right now, but there was no "how long did I set the music to". I intercepted EOF condition in the mp3 code and forced the cd track to restart via ("cd play whatever_the_current_track_is") .
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Postby Baker » Wed Jun 09, 2010 8:36 am

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Postby Baker » Thu Jun 10, 2010 6:21 pm

Revision "KurokQuake 10" source:

Supports rotating doors and a few other things I can't remember.
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Postby Baker » Tue Jun 15, 2010 1:51 pm

Revision 11 -- and this one is different ...

Windows | OS X | PSP | Flash combined source version "4.15 Beta"

Source:

There is an EBOOT.PBP (PSP engine binary) hiding in there and a FlashProQuake415.swf, but the emphasis is more on getting the source code uploaded.

Status:

Windows and Flash have 100% same codebase
Windows and OS X have 98% same codebase
Windows and PSP have about 75% identical codebase

Hopefully in the next revision or 2 I can get 100% for OS X and maybe 85% for the PSP (still a bit of work to do for the integration).

I've noticed a few differences of compatibility for the PSP engine thus far, which I want to look into carefully.

Merging all 4 together was NOT fun and quite a bit of work, I have more to do and the next couple of revisions should be more interesting.
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Postby Ranger366 » Tue Jun 15, 2010 5:36 pm

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Postby Mexicouger » Tue Jun 15, 2010 7:45 pm

Baker, Please Continue this Awesome Engine. This would help us psp modders alot. A better engine would be awesome. Please pull through!
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