1.5.0 PSP port release date

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AlienDarkside
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1.5.0 PSP port release date

Post by AlienDarkside »

When will be the 1.5.0 PSP port be released?
I've been waiting for the PSP port for months now and nothing has come out.
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md5
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Post by md5 »

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valleck
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Post by valleck »

Yeah, don't know why the developers still don't fix the issue that has been revealed long time ago, i know they have hard work and thank you for it, but it has been so long since the ScummVM 1.5.0 was launched or they don't care about the PSPscumm gamers.

Please, the pspscene is alive ¡
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md5
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Post by md5 »

ScummVM is a big project with a lot of members. The people who are maintaining the PSP port are busy in real life. The bug is known and a lot of work has already been done to debug and fix it, but this is a lengthy and complicated process, and needs time. The debugging process did not yield the precise change that causes this crash. Since there have been a lot of changes between versions 1.4.0 and 1.5.0, it's quite a painful and lengthy process to identify the problematic code, especially on non-desktop platforms.

We would appreciate any help on this, of course. In the meantime, please be patient until a programmer with a PSP console is able to identify the root cause of this issue. Whining and bitching about it will most certainly NOT help.
digitall
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Post by digitall »

valleck: If you really want to help the PSP "scene", then maybe you should take a look at fixing this issue yourself!

The following links should help:
1. This covers the basics of getting the source code, compiling and debugging a build:
http://wiki.scummvm.org/index.php/Devel ... ng_started

2. This covers the specifics of setting up a cross compiler and toolchain for the PSP and building with it:
http://wiki.scummvm.org/index.php/Compi ... n_Portable

3. This covers installation and platform notes for the PSP:
http://wiki.scummvm.org/index.php/PlayStation_Portable

4. This is the bug artifact for this issue with notes of the debugging work done so far and associated debug traces:
http://sourceforge.net/tracker/index.ph ... tid=418820

We have already identified that this doesn't crash with a static i.e. one-big-binary build, but this is too large for the PSP to load and run, hence why we implemented dynamic module loading i.e. to load engines as needed:
http://wiki.scummvm.org/index.php/HOWTO-Dynamic_Modules

It is suspected that the issue is related to this, but the bisection of code revisions doesn't show any related changes that could have caused this...

Please feel free to work on this, no one is stopping you...
digitall
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Post by digitall »

It should be noted that debugging this without a PSP device is almost impossible and only a few of the team developers own one, which also explains why this has not been addressed.
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valleck
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Post by valleck »

Sorry, my intention was not to mortify the developers, we all know how many hours you spend in programming for free to give pleasure to people and enjoy games, i repeat for FREE. Let me tell you a short story long time ago, I am from Peru, i was gaming a well know shooter in the living room, that day my grandmother was resting there, as usually happens. Well, i was making exaggerated noises then my grandmother approached me and told me, "I don't understand why your games have to be so fast son, take your time, it's not the point that you should watch then enjoy the experience" ... I thought ugh¡ what does it mean?, I am 23 years old now, i you can guess what happens and why i am here :)

I felt anxious and was not my intention to put pressure in the psp port, so I apologize to all of you guys. Thank you for giving us pleasure without seek profit.

Greetings from Peru. Not the month but Merry Christmas jej
(Thank you Digittall for your offer but My Grandmother doesn't not how to program, she was the one who told me to publish my first message).
digitall
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Post by digitall »

I doubt anyone is mortified! :)

Just wanted to explain the reasons why this bug is still open and indicate that we are open to external developers helping to look at this or other bugs as we are an Open Source project...

P.S. If you (or your grandmother!) want to learn to program, then the following are good places to start:
http://www.codecademy.com/
https://en.wikipedia.org/wiki/Processin ... anguage%29
http://python.org/

P.P.S: And best wishes for the festive season to you as well.
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McKnallski
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Post by McKnallski »

There is a PSP emulator out there which can run ScummVM. It does not start any Scummvm games (The Emulator is still buggy). But the Menu and the adding of games can be tested very well. For debugging this ScummVM issue it could be very useful.

Here is the Link:
http://jpcsp.org/
digitall
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Post by digitall »

McKnallski: Thank you for pointing out this. It would be useful if your or someone could spend the time trying to locate the regressive commit with this... as the current bisection doesn't seem to make much sense. If the current regressive commit is correct, then some debugging information from the emulator may indicate what is going wrong here.
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McKnallski
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Post by McKnallski »

Of course I would test everything on my PSP if you want. You just need to tell me what exactly I need to do.

But the Problem is: I do not know anything about Programming or compiling.
sawyer007
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1.5.0

Post by sawyer007 »

I have 1.5.0git r1982-g73160e5 (jan8 2012 (05:20:39) and it loads games fine on my pspgo and 3000. I truly hope that they get an official release working. I have had 1.5.0 even find and add PQ Swat 1 to my list of games, however it shuts down in bout 2-3mins. I even did a little research and found a robotics file that I have added to the engine, however I think I am putting it in the wrong place (robots.cpp and robots.ini or pif, not sure cause I'm not looking at it right now) but both files, and I am lost.
sawyer007
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1.5.0

Post by sawyer007 »

Gabriel Knight cd runs with voices, Blue force, Police Quest 4 Open Season CD with voices all have been working pretty good for me. I'll bet Gabriel Knight 2 and 3 would probably work along with Police Quest Swat 2 I just haven't tried yet. If anyone wants it I'd be happy to try and send it to you just ask
sawyer007
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1.5.0

Post by sawyer007 »

i wonder if someone can post ihe one i have on the daily builds list so all can have. i mean at least thats something. unless someone out there doesn't want people 2 have it?
sawyer007
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1.5.0

Post by sawyer007 »

i wonder if someone can post ihe one i have on the daily builds list so all can have. i mean at least thats something. unless someone out there doesn't want people 2 have it?
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