How do you port to a console
Moderator: Coders of Rage
-
- Chaos Rift Newbie
- Posts: 30
- Joined: Sat Apr 18, 2009 8:17 pm
How do you port to a console
On the videos that Gyro Vorbis made he ported all his code to work with dream cast.
Could somebody explain the process that somebody would go through to develop for a console ex(psp, ps2, ps3, dreamcast, gba, wii, etc...)
Could somebody explain the process that somebody would go through to develop for a console ex(psp, ps2, ps3, dreamcast, gba, wii, etc...)
Thanks to gyro vorbis for inspiring me to learn how to make a 2d graphics engine
- dandymcgee
- ES Beta Backer
- Posts: 4709
- Joined: Tue Apr 29, 2008 3:24 pm
- Current Project: https://github.com/dbechrd/RicoTech
- Favorite Gaming Platforms: NES, Sega Genesis, PS2, PC
- Programming Language of Choice: C
- Location: San Francisco
- Contact:
Re: How do you port to a console
It's entirely different depending on the console. Some of them can easily run homebrew software, some require certain hardware hacks of questionable legality, and others are pretty much impossible without buying the SDK.deathsangel wrote:On the videos that Gyro Vorbis made he ported all his code to work with dream cast.
Could somebody explain the process that somebody would go through to develop for a console ex(psp, ps2, ps3, dreamcast, gba, wii, etc...)
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches!
-
- Chaos Rift Newbie
- Posts: 30
- Joined: Sat Apr 18, 2009 8:17 pm
Re: How do you port to a console
So how would you do it on the psp or wii whichever is easier. If both are hard then how do you do it on the gba. (I need to be able to use SDL or OpenGL)
Thanks to gyro vorbis for inspiring me to learn how to make a 2d graphics engine
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
Re: How do you port to a console
There is no way in fuck that you are going to get SDL or OpenGL on a GBA.
Look, you should really be knowledgeable about programming, hardware, and APIs before you even bother. There's very low level knowledge required to tinker with a console, and based on the fact that you are looking for OGL/SDL (OpenGL might not even be on PSP), I would guess that you can't be too experienced.
It's 99% teaching yourself.
And if I were to rank them in order of homebrew difficulty, I would say:
PSP > Wii > GBA
from easiest to hardest.
Look, you should really be knowledgeable about programming, hardware, and APIs before you even bother. There's very low level knowledge required to tinker with a console, and based on the fact that you are looking for OGL/SDL (OpenGL might not even be on PSP), I would guess that you can't be too experienced.
It's 99% teaching yourself.
And if I were to rank them in order of homebrew difficulty, I would say:
PSP > Wii > GBA
from easiest to hardest.
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
Re: How do you port to a console
Dick around here if you're interested in developing on the wii. It's not that hard. There is an alright port of SDL and a kinda piss poor OpenGL thing. Explore.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
Re: How do you port to a console
I believe microsoft offers some thing like this for the 360.
http://www.microsoft.com/express/samples/GameCreators/
http://www.microsoft.com/express/samples/GameCreators/
Re: How do you port to a console
No that is XNA but you need to pay 99 dollars a year if you want it on the 360.Martyj wrote:I believe microsoft offers some thing like this for the 360.
http://www.microsoft.com/express/samples/GameCreators/
- Trask
- ES Beta Backer
- Posts: 738
- Joined: Wed Oct 29, 2008 8:17 pm
- Current Project: Building a 2D Engine
- Favorite Gaming Platforms: Sega Genesis and Xbox 360
- Programming Language of Choice: C/C++
- Location: Pittsburgh, PA
- Contact:
Re: How do you port to a console
Another thing to consider if you're making a PC game(even in the industry) to try and keep everything as generalized as possible as you know Direct X won't help you when porting to a Dreamcast or Playstation or any console really(360's having their own special brew of a DX API). Understand your target platforms and try to keep the code as optimized for both as possible. On the PC you may be able to have a thousand sprites on the screen, but the Sega Genesis can't handle that, so limit it to what the lowest end console can handle, then from there just break down the code. You create a sprite handler for the PC code, you know you need a sprite handler for the target console, just keep track.
Dear god, they actually ported ES to a piece of celery!MarauderIIC wrote:You know those people that are like "CHECK IT OUT I just made Linux run on this piece of celery [or other random object]!!"? Yeah, that's Falco, but with ES.
Martin Golding wrote: "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live."
- davidthefat
- Chaos Rift Maniac
- Posts: 529
- Joined: Mon Nov 10, 2008 3:51 pm
- Current Project: Fully Autonomous Robot
- Favorite Gaming Platforms: PS3
- Programming Language of Choice: C++
- Location: California
- Contact:
Re: How do you port to a console
PSP has its own SDK in C and it has lots of code that uses its kernal from what I have seen...GyroVorbis wrote:There is no way in fuck that you are going to get SDL or OpenGL on a GBA.
Look, you should really be knowledgeable about programming, hardware, and APIs before you even bother. There's very low level knowledge required to tinker with a console, and based on the fact that you are looking for OGL/SDL (OpenGL might not even be on PSP), I would guess that you can't be too experienced.
It's 99% teaching yourself.
And if I were to rank them in order of homebrew difficulty, I would say:
PSP > Wii > GBA
from easiest to hardest.
-
- Chaos Rift Newbie
- Posts: 30
- Joined: Sat Apr 18, 2009 8:17 pm
Re: How do you port to a console
Do I need to have custom firmware in order to put code on my psp?
Thanks to gyro vorbis for inspiring me to learn how to make a 2d graphics engine
- rolland
- Chaos Rift Regular
- Posts: 127
- Joined: Fri Dec 21, 2007 2:27 pm
- Current Project: Starting an Android app soon
- Favorite Gaming Platforms: PS1, N64
- Programming Language of Choice: C++
- Location: Michigan, US
Re: How do you port to a console
google is your friend
http://www.psp-homebrew.eu/faq/index.php#basics or possibly
http://www.psp-homebrew.eu/faq/setup.php#setup
http://www.psp-homebrew.eu/faq/index.php#basics or possibly
http://www.psp-homebrew.eu/faq/setup.php#setup
I'll write a signature once I get some creativity and inspiration...
- davidthefat
- Chaos Rift Maniac
- Posts: 529
- Joined: Mon Nov 10, 2008 3:51 pm
- Current Project: Fully Autonomous Robot
- Favorite Gaming Platforms: PS3
- Programming Language of Choice: C++
- Location: California
- Contact:
Re: How do you port to a console
Yes, or a version 1.5 phat psp... but thats highly unlikely cause CFWdeathsangel wrote:Do I need to have custom firmware in order to put code on my psp?
http://www.psp-programming.com/tutorials/
better site... I can help if you need help
Re: How do you port to a console
Well the homebrew stuf for gba uses c++ libraries...GyroVorbis wrote:There is no way in fuck that you are going to get SDL or OpenGL on a GBA.
Look, you should really be knowledgeable about programming, hardware, and APIs before you even bother. There's very low level knowledge required to tinker with a console, and based on the fact that you are looking for OGL/SDL (OpenGL might not even be on PSP), I would guess that you can't be too experienced.
It's 99% teaching yourself.
And if I were to rank them in order of homebrew difficulty, I would say:
PSP > Wii > GBA
from easiest to hardest.
- rolland
- Chaos Rift Regular
- Posts: 127
- Joined: Fri Dec 21, 2007 2:27 pm
- Current Project: Starting an Android app soon
- Favorite Gaming Platforms: PS1, N64
- Programming Language of Choice: C++
- Location: Michigan, US
Re: How do you port to a console
I would add NDS before Wii (in case anyone's curious)GyroVorbis wrote:And if I were to rank them in order of homebrew difficulty, I would say:
PSP > Wii > GBA
from easiest to hardest.
NDS homebrew is amazingly simple once you get the hardware and software setup (my absolute favorite homebrew platform; more than computers)
Wii homebrew is also pretty easy after setup, and you probably already have the necessary hardware in your room (twilight princess and an sd card)
GBA homebrew seems a little more complicated, as the hardware is a little harder to find(well it was for me) and the libraries aren't as high-level
I don't have a PSP, so I can't say. You could give me yours...
On topic, porting code to a console could be extremely difficult, depending on a variety of factors such as:
1) complexity of code being ported (a hello world program versus Elysian Shadows)
2) the maturity of the toolchains, APIs, and communities of the console(or handheld) being ported to
3) the porter's skill (porting is not a good first or second project)
4) the hardware/hacks required to run the code on the console(or handheld) (many possibilities exist for NDS but good luck running unofficial code on a 360)
5) etc etc...
Yeah, that's pretty definite. If you did, they would suck an amazing amount.GyroVorbis wrote:There is no way in fuck that you are going to get SDL or OpenGL on a GBA.
- MarauderIIC
- Respected Programmer
- Posts: 3406
- Joined: Sat Jul 10, 2004 3:05 pm
- Location: Maryland, USA
Re: How do you port to a console
[quote="rolland1) complexity of code being ported (a hello world program versus Elysian Shadows)[/quote]For instance, we essentially have a renderer wrapper that interfaces to two different rendering systems depending on which platform we're compiling for.
I realized the moment I fell into the fissure that the book would not be destroyed as I had planned.