PSP Dink
Hi me here I was wondering if someone made Dink 4 psp thanks
Sadly, Dink hasn't been ported to any major consoles. We can but wait.
After being here more than 10 years, I wouldn't hold my breath.
heh, I remember when it was being discussed as a GBA game.
Heh, Yeah!
I just wish someone could do it, I can't do It, believe me I've tried.
(Modified)
I have just realised the first post in this topic is one That I Did on my PSP, Hmmmm.
Ironic Huh?
I just wish someone could do it, I can't do It, believe me I've tried.
(Modified)
I have just realised the first post in this topic is one That I Did on my PSP, Hmmmm.
Ironic Huh?
FreeDink uses the SDL programming library, which itself available on PSP.
So I think a programmer with a minimum of PSP knowledge could easily port FreeDink to PSP
I got contacted last May by somebody working on a XBox port, but I think there was issues with the lack of RAM (64MB) on that platform. Nothing that can't be fixed, though.
So I think a programmer with a minimum of PSP knowledge could easily port FreeDink to PSP
I got contacted last May by somebody working on a XBox port, but I think there was issues with the lack of RAM (64MB) on that platform. Nothing that can't be fixed, though.
Dink 4...? I didn't even know there was a Dink 3! I barely count Mystery island as Dink 2, for that matter <.<
Sorry, couldn't help myself. Bothers me when folk use 4 for 'for' or 2 for 'too' or 'to'
Sorry, couldn't help myself. Bothers me when folk use 4 for 'for' or 2 for 'too' or 'to'
Umm Beuc
I don't understand completely
Could you just do it for me Please!!
I haven't been up-to-date with TDN so I don't know what FreeDink is.
I've been here for a while BUT I dunno much, I can make DMODs good ones if I want but PSP one I tried.
I don't understand completely
Could you just do it for me Please!!
I haven't been up-to-date with TDN so I don't know what FreeDink is.
I've been here for a while BUT I dunno much, I can make DMODs good ones if I want but PSP one I tried.
Send me a PSP and I'll work on it
GNU FreeDink is an improved version of the Dink engine, which in particular works under other systems than windows. Currently it has been reported to work under various GNU/Linux distributions (ArchLinux, Debian, Fedora, OpenSUSE, Ubuntu) and under FreeBSD.
See http://www.freedink.org/.
Since FreeDink works with portable technologies such as SDL, it is much easier to make it work on consoles. This requires a bit of C programming skills though.
GNU FreeDink is an improved version of the Dink engine, which in particular works under other systems than windows. Currently it has been reported to work under various GNU/Linux distributions (ArchLinux, Debian, Fedora, OpenSUSE, Ubuntu) and under FreeBSD.
See http://www.freedink.org/.
Since FreeDink works with portable technologies such as SDL, it is much easier to make it work on consoles. This requires a bit of C programming skills though.
That's great! Finally when someone who likes Dink Smallwood and knows programming then i want to see Dink Smallwood on NDS!
Question...Can FreeDink use Polish letters?
Question...Can FreeDink use Polish letters?
"Finally when someone who likes Dink Smallwood and knows programming...!" (GOKUSSJ6)
I know a bit of programming, Kenji... Though, not enough for something like that, and I don't have an NDS, or skill to customize things for it...
I know a bit of programming, Kenji... Though, not enough for something like that, and I don't have an NDS, or skill to customize things for it...
So Beuc, You'll do it?
I can't send my psp as I am too busy
Maybe find out stuff for it
Please!!
I need it doing
"I need it like a flower needs sunshine!" Quote Oblivion Love Note
I can't send my psp as I am too busy
Maybe find out stuff for it
Please!!
I need it doing
"I need it like a flower needs sunshine!" Quote Oblivion Love Note
PSP? Doesn't it need some weird cd like items? Or it can run from external memory? I've heard that movies can be played that way.
Where would you find a compiler for that anyway?
Where would you find a compiler for that anyway?
You don't have to use CD's...All Homebrew Games/Multimedia for PSP works on Memory Stick Duo
Weird Sony Didn't lock this before the release...
Well the newest model doesn't allow to use Homebrews.
I don't know much about PSP, but I saw references to SDL working on PSP
> Where would you find a compiler for that anyway?
GCC (GNU Compiler Collection) can compile for MIPS, which is the architecture used by the PSP.
I found some tutorials by searching for "GCC PSP".
> Well the newest model doesn't allow to use Homebrews.
This probably makes it difficult to run Dink on those :/
Any reason why this is restricted?
> Question...Can FreeDink use Polish letters?
This is possible through the translation system
> Where would you find a compiler for that anyway?
GCC (GNU Compiler Collection) can compile for MIPS, which is the architecture used by the PSP.
I found some tutorials by searching for "GCC PSP".
> Well the newest model doesn't allow to use Homebrews.
This probably makes it difficult to run Dink on those :/
Any reason why this is restricted?
> Question...Can FreeDink use Polish letters?
This is possible through the translation system
Ah, Beuc, I have not the newest model, though
I Have one of the oldest, Homebrews work fine.
And my Firmware is 5.33
You don't need UMDs
Anyway you can't get little disks anywhere else, Sony made them special!
MODIFYED
I used to know C programming, forgot now tho, Too Much to do
I Have one of the oldest, Homebrews work fine.
And my Firmware is 5.33
You don't need UMDs
Anyway you can't get little disks anywhere else, Sony made them special!
MODIFYED
I used to know C programming, forgot now tho, Too Much to do
If GCC can actually comipe for PSP, that's very good
Any reason why this is restricted?
For avoiding piracy, keeping the UMD monopoly, etc etc.
Any reason why this is restricted?
For avoiding piracy, keeping the UMD monopoly, etc etc.
hex-a-hop is a (nice) SDL game that I run on GNU/Linux and that also runs on PSP:
http://www.psp-hacks.com/file/1402
You can find versions for PSP "Slim & Lite" (e.g. http://www.psp2fun.com/hex-a-hop/), so I guess there are workarounds for recent models.
http://www.psp-hacks.com/file/1402
You can find versions for PSP "Slim & Lite" (e.g. http://www.psp2fun.com/hex-a-hop/), so I guess there are workarounds for recent models.
SDL on PSP?! And it just worked?
February 14th 2009, 01:31 PM
Nunzilla
<q>You can find versions for PSP "Slim & Lite" (e.g. http://www.psp2fun.com/hex-a-hop/), so I guess there are workarounds for recent models.</q>
There are three versions of the psp: phat, slim, and the PSP-3000 (don't know the slang term for the last one). There is currently no way to install custom firmware (herein known as cfw), which is necessary for launching homebrew applications, on the PSP-3000, but all other models of the PSP can have cfw installed on them through the use of a "Pandora's Battery" and "Magic Memory Stick" (see "dark-alex.org" for details).
There are three versions of the psp: phat, slim, and the PSP-3000 (don't know the slang term for the last one). There is currently no way to install custom firmware (herein known as cfw), which is necessary for launching homebrew applications, on the PSP-3000, but all other models of the PSP can have cfw installed on them through the use of a "Pandora's Battery" and "Magic Memory Stick" (see "dark-alex.org" for details).
Nunzilla, I have the 1000 Model, So I can have Any CFW I want, BUT I have m5.00
And thats the newest update I have got.
And thats the newest update I have got.
if you guys dont want to make it why cant you just help some of us make it.
> if you guys dont want to make it why cant you just help some of us make it.
Because you didn't ask
I'm checking how to cross-compile for the PSP, apparently pspdev.org has lots of tools (including scripts to build SDL) in their subversion repository.
However I don't have a PSP and the Potemkin emulator refuses to start, so if you want to help, buy/send me a PSP (1000) or explain me how to run homebrews in an emulator
If you have knowledge about this we can also work together to make it run.
An issue though: the PSP only has 32MB RAM and probably no swap/virtual memory, so we'll most probably need a few changes in the source code.
Because you didn't ask
I'm checking how to cross-compile for the PSP, apparently pspdev.org has lots of tools (including scripts to build SDL) in their subversion repository.
However I don't have a PSP and the Potemkin emulator refuses to start, so if you want to help, buy/send me a PSP (1000) or explain me how to run homebrews in an emulator
If you have knowledge about this we can also work together to make it run.
An issue though: the PSP only has 32MB RAM and probably no swap/virtual memory, so we'll most probably need a few changes in the source code.
Dink Smallwood for the PSP would be really nice. Although I think that there will be problems with DMODS (if the feature would be present).
I think not but like i said. On DS would be nice too(With DInkEdit on DS version would be great cause the touch screen is very useful for that)
I had a deeper look and it's reasonably easy to compile homebrews with SDL.
I could make a basic program to display and move an image in SDL with almost no PSP-specific code.
The FreeDink build system may require a bit more work.
Now, I only found one emulator that does better than a black screen (Sam), but it's quite limited. I can't go much further without proper hardware.
As GOKUSSJ6 said D-Mods shouldn't be a problem - you just need to write a simpler frontend or add a way to load a D-Mods from the game. The game itself is just a D-Mod called "dink" after all
A bigger problem is screen resolution: it's 480x272 (!?) while Dink is meant to run at 640x480. We could resize the whole screen but it would be ugly (and possibly slow)...
I could make a basic program to display and move an image in SDL with almost no PSP-specific code.
The FreeDink build system may require a bit more work.
Now, I only found one emulator that does better than a black screen (Sam), but it's quite limited. I can't go much further without proper hardware.
As GOKUSSJ6 said D-Mods shouldn't be a problem - you just need to write a simpler frontend or add a way to load a D-Mods from the game. The game itself is just a D-Mod called "dink" after all
A bigger problem is screen resolution: it's 480x272 (!?) while Dink is meant to run at 640x480. We could resize the whole screen but it would be ugly (and possibly slow)...
I can give a hand, but not alone.
We need somebody to lend the hardware, preferably with custom firmware preinstalled, and we need testers for a version or two of the PSP. Who can help?
We need somebody to lend the hardware, preferably with custom firmware preinstalled, and we need testers for a version or two of the PSP. Who can help?
A few months ago I had briefly looked at the SDL library, but as usual I left it so as to do some other hi-priority stuff. Seems I'll have a better look
so if you want to help, buy/send me a PSP (1000)
LOL
Let's hope Someone's watching the thread, that would be great
so if you want to help, buy/send me a PSP (1000)
LOL
Let's hope Someone's watching the thread, that would be great
My PSP is flashed M33, and therefore I could test. I doubt i'd send it all the way to France though.
There is a Java emulator out there, and another called PSPE. I'm not too sure on their compatibility with homebrew.
There is a Java emulator out there, and another called PSPE. I'm not too sure on their compatibility with homebrew.
wow. i cud also test - like csportable screenshots look Good
So as you noticed I've bought a second hand PSP to do the port and I managed to compile FreeDink for it
I then fixed a few crashes on startup, and I'm now at the point where the Dink tiles are loading, but for some reason that takes a huge amount of memory, and so the PSP reboots before it can show the start screen.
For example Ts01.bmp is apparently eating 2,5MB in memory while it's only 160kB on the PC version. We need to understand what's going on to go farther.
EDIT: fixed a bug when forcing truecolor mode - now we can see the initial loading background (clipped) and it crashes shortly after. Progress, progress...!
I then fixed a few crashes on startup, and I'm now at the point where the Dink tiles are loading, but for some reason that takes a huge amount of memory, and so the PSP reboots before it can show the start screen.
For example Ts01.bmp is apparently eating 2,5MB in memory while it's only 160kB on the PC version. We need to understand what's going on to go farther.
EDIT: fixed a bug when forcing truecolor mode - now we can see the initial loading background (clipped) and it crashes shortly after. Progress, progress...!
Going further
FreeDink now manages to start - it can display the inventory and move Dink around. The memory is still limited.
http://www.freedink.org/screenshots/psp/progress03.jpg
http://www.freedink.org/screenshots/psp/progress04.png
I want to have something that you can try out asap 8)
FreeDink now manages to start - it can display the inventory and move Dink around. The memory is still limited.
http://www.freedink.org/screenshots/psp/progress03.jpg
http://www.freedink.org/screenshots/psp/progress04.png
I want to have something that you can try out asap 8)
FreeDink boots a minimal game on the PSP!
http://www.freedink.org/screenshots/psp/progress05.jpg
As you can see, the PSP offers a 640x480 graphics mode, which "stretches" itself to native 480x272. Sadly it doesn't keeps the aspect ratio - but it's already a good start Performances are OK (for now it's 8bit color mode).
You can test the minimal game at:
http://www.freedink.org/snapshots/freedink-psp-test-01.zip
Unzip it at the root of your memory stick (e.g. at z:\ when you're in USB mode). You then can run the 'freedink' game from the Game > Memory Stick menu (like any other homebrew).
Check if this works for you. If there's a problem, post it here, so it can be fixed before things get more complicated.
Btw, what do you think we should use for the default buttons?
The default PSP button numbers are not the same than the PC joypad buttons.
attack -> ?
magic -> ?
talk -> ?
map -> ?
escape -> ?
I don't know how to handle D-Mods that mapped keys such as 'C' though - perhaps we need to add a virtual keyboard like ScummVM does.
http://www.freedink.org/screenshots/psp/progress05.jpg
As you can see, the PSP offers a 640x480 graphics mode, which "stretches" itself to native 480x272. Sadly it doesn't keeps the aspect ratio - but it's already a good start Performances are OK (for now it's 8bit color mode).
You can test the minimal game at:
http://www.freedink.org/snapshots/freedink-psp-test-01.zip
Unzip it at the root of your memory stick (e.g. at z:\ when you're in USB mode). You then can run the 'freedink' game from the Game > Memory Stick menu (like any other homebrew).
Check if this works for you. If there's a problem, post it here, so it can be fixed before things get more complicated.
Btw, what do you think we should use for the default buttons?
The default PSP button numbers are not the same than the PC joypad buttons.
attack -> ?
magic -> ?
talk -> ?
map -> ?
escape -> ?
I don't know how to handle D-Mods that mapped keys such as 'C' though - perhaps we need to add a virtual keyboard like ScummVM does.
How about this:
Triangle as a Escape
Square as a Talk
X as a Attack
Circle as a Magic
R as a Map
Triangle as a Escape
Square as a Talk
X as a Attack
Circle as a Magic
R as a Map
W00t! Too bad I don't have a PSP, although I would almost buy one if you can really pull this off, Beuc. Nice work!
Random question from a dude who knows nothing about porting a PC game to PSP and whose only console is a PC:
Considering D-mods, are you gonna try and create a program that converts all of the current ones when you put them on a PSP or will you give the developers tools for some unpaid work?
Just wondering, would be good to know some more details on your progress and plans for it all.
And as for the keys thing, and there being some Dmods with extra keys needed to play, I recommend one button opens an in-game menu for those and another opens the escape-button menu (and no cheats )
In the end this is probably a project doomed to extreme time consumption and complication, but the end result can only equal awesomeness
Considering D-mods, are you gonna try and create a program that converts all of the current ones when you put them on a PSP or will you give the developers tools for some unpaid work?
Just wondering, would be good to know some more details on your progress and plans for it all.
And as for the keys thing, and there being some Dmods with extra keys needed to play, I recommend one button opens an in-game menu for those and another opens the escape-button menu (and no cheats )
In the end this is probably a project doomed to extreme time consumption and complication, but the end result can only equal awesomeness
I think the engine will be able to run D-Mods unchanged.
D-Mods will need a new front-end to be run though. I would suggest using SDL + Guichan to make it - help welcome
The main restriction I see is the memory: according to my tests, PSP Fat has around 21MB for the game, and PSP S&L has around 48MB. If your D-Mod requires too much RAM (especially true if you used truecolor graphics), then it won't be runnable on PSP. On a PC, the original game takes 12MB when you start playing, and Pilgrim Quest takes 22MB (in 256 colors mode). We may gain some memory by unloading graphics/sounds when they're unused.
I haven't tested MIDIs yet, keep in touch.
The keys: so we could use by default:
Cross - attack
Circle - magic (cross and circle are closer to the thumb, this sounds good)
Square - talk
L - escape
R - map
I'll see if Inventory can be mapped to 'Start', or we can use Triangle.
Any other key I missed? Maybe debug (Alt+D), pause/resume midi (Alt+N/B) and fast-quit (Alt+Q)? Fast-quit is somewhat already available through the classic Home key, although handled differently.
I think cheating is a good thing in some (improvable) D-Mods, and it's easy to rename key-67.c to button7.c (map) anyway So don't expect a no-cheat locks or something.
Currently I'm still on booting the main game without crashing. I'll keep you updated about the port progress.
D-Mods will need a new front-end to be run though. I would suggest using SDL + Guichan to make it - help welcome
The main restriction I see is the memory: according to my tests, PSP Fat has around 21MB for the game, and PSP S&L has around 48MB. If your D-Mod requires too much RAM (especially true if you used truecolor graphics), then it won't be runnable on PSP. On a PC, the original game takes 12MB when you start playing, and Pilgrim Quest takes 22MB (in 256 colors mode). We may gain some memory by unloading graphics/sounds when they're unused.
I haven't tested MIDIs yet, keep in touch.
The keys: so we could use by default:
Cross - attack
Circle - magic (cross and circle are closer to the thumb, this sounds good)
Square - talk
L - escape
R - map
I'll see if Inventory can be mapped to 'Start', or we can use Triangle.
Any other key I missed? Maybe debug (Alt+D), pause/resume midi (Alt+N/B) and fast-quit (Alt+Q)? Fast-quit is somewhat already available through the classic Home key, although handled differently.
I think cheating is a good thing in some (improvable) D-Mods, and it's easy to rename key-67.c to button7.c (map) anyway So don't expect a no-cheat locks or something.
Currently I'm still on booting the main game without crashing. I'll keep you updated about the port progress.
Great stuff. Beuc. Keep up the good work.
The whole thing's gonna run from a stick, so why load more than on the screen?
That Looks awesome, Im at sschool atm so I can't install it...
I will do soon, Looks Pretty Awesum
I will do soon, Looks Pretty Awesum
Uh, Guys?
I have just Put it on G:/PSP/GAME and I have 2 Corrupt files, Maybe I should Put it in G:/PSP/ or G:/?
I have just Put it on G:/PSP/GAME and I have 2 Corrupt files, Maybe I should Put it in G:/PSP/ or G:/?
Anyway If it works, Beuc, Your Great!
You have my Salutations anyway
EDIT: Uh.. It doesn't work... I have Put it where instructed and Put it in Game but nothing... :'(
You have my Salutations anyway
EDIT: Uh.. It doesn't work... I have Put it where instructed and Put it in Game but nothing... :'(
I don't think he's finished yet, Teej. That was just a nifty preview I suppose.
I was about to yell at Teej88 for triple-posting... then I realised my porridge was burning....
Pmsl... Im sorry, please don't yell... Oh Yes... You can yell now because the kettle is Boiled xD
OK, I WON'T YELL THEN!!
@ ExDeath: tell papa bear that I'll trade hot porridge for hot Goldilocks
@ ExDeath: tell papa bear that I'll trade hot porridge for hot Goldilocks
I just tested this out, it works awesome. Everytime Dink punches, the memory card light flashes.
Hi all,
Here's a BETA version:
http://www.freedink.org/snapshots/freedink-psp-test-02.zip
This time it runs the original game.
There are still speed issues with the memory stick as yeoldetoast pointed, and when playing too many sounds at the same time. I didn't remap the buttons yet. PC savegames are compatible
Note: I compiled this version for big memory (i.e. PSP S&L), let me know if this also work for PSP Fat.
Teej88: you need to extract the archive at the root of your memory stick, not in PSP/GAME. Currently files are a bit scattered in multiple directories.
Tell me everything about your problems and thoughts on this, fellow testers
Here's a BETA version:
http://www.freedink.org/snapshots/freedink-psp-test-02.zip
This time it runs the original game.
There are still speed issues with the memory stick as yeoldetoast pointed, and when playing too many sounds at the same time. I didn't remap the buttons yet. PC savegames are compatible
Note: I compiled this version for big memory (i.e. PSP S&L), let me know if this also work for PSP Fat.
Teej88: you need to extract the archive at the root of your memory stick, not in PSP/GAME. Currently files are a bit scattered in multiple directories.
Tell me everything about your problems and thoughts on this, fellow testers
I have but... It's a Homebrew Right?
You could either put dink in a Html page and then I could run it by typing in FILE:/PSP/COMMON/index.htm or something like that
I will try your Idea.
MODIFI;
You know how you have to overwritet the PSP file(?)
Wouldn't that take out my other Homebrews EG;
2DPaintBall
Doom
CSPOrtable
PSPaint
PSPtube
You could either put dink in a Html page and then I could run it by typing in FILE:/PSP/COMMON/index.htm or something like that
I will try your Idea.
MODIFI;
You know how you have to overwritet the PSP file(?)
Wouldn't that take out my other Homebrews EG;
2DPaintBall
Doom
CSPOrtable
PSPaint
PSPtube
When you unzip the .zip archive at the root of your memory stick, it will only add files, it won't remove any. The homebrew is installed in PSP/GAME/freedink and other files are installed below "usr/" and "etc/".
I saw other homebrews that are installed that way.
I don't think you can run the game from an HTML page, but I may be wrong.
You're installing the game via the PC<->PSP USB connection, aren't you?
I saw other homebrews that are installed that way.
I don't think you can run the game from an HTML page, but I may be wrong.
You're installing the game via the PC<->PSP USB connection, aren't you?
Btw, I wrote a bit of documentation on how to unlock your PSP (so you can run homebrews):
http://www.freedink.org/doc/psp/
Comments welcome
http://www.freedink.org/doc/psp/
Comments welcome
Nintendo DS port?
Could use a similar method for moving as was used in mousedink.
Could use a similar method for moving as was used in mousedink.
Remember that you can get some extra RAM from Slot 2 at NDS.
I'm really considering buying a PSP now! No chances it could work with GBA?
Nope it won't work
Nope, returns me to the XMB whilst loading on my phat.
yes, And, shud i be able to just extract freedink to Game?
Won't work for me...
After I start the game, (and after waiting 10-20 seconds) I get to hear the menu theme but the screen is all black. After a few moments, the music stops and the screen is still black. If I try to quit the game, my PSP crashes.
I have a PSP Slim 2004, cfw 5.00 m33-4
After I start the game, (and after waiting 10-20 seconds) I get to hear the menu theme but the screen is all black. After a few moments, the music stops and the screen is still black. If I try to quit the game, my PSP crashes.
I have a PSP Slim 2004, cfw 5.00 m33-4
>>what about ps3
>>would it work on there or can someone make it
Install Linux on your PS3, Then use Synaptic or whatever to install it, probably.
>>would it work on there or can someone make it
Install Linux on your PS3, Then use Synaptic or whatever to install it, probably.
Any news on the project? I'm really looking forward to it.
i havent been on as im using xboxlive to play shadowrun, but i am gonna be on occaisionaly... catch me if you can!
I'm still working on it.
I now have a decent programming environment with a debugger (with PSPLink and GDB), took me some time
I've fixed some crashes and I need to look at performances issues.
The buttons are now properly mapped.
I also started working on a Zoom mode, so that you can zoom on a part of the game instead of resizing the whole screen
You can also check http://git.savannah.gnu.org/cgit/freedink.git/log/ to see what is happening to the source code.
I plan to release a new beta in a bit.
I now have a decent programming environment with a debugger (with PSPLink and GDB), took me some time
I've fixed some crashes and I need to look at performances issues.
The buttons are now properly mapped.
I also started working on a Zoom mode, so that you can zoom on a part of the game instead of resizing the whole screen
You can also check http://git.savannah.gnu.org/cgit/freedink.git/log/ to see what is happening to the source code.
I plan to release a new beta in a bit.
Uh.... You know that test02.zip Doesn't work......
Edit:
Woot I got it on to the Game folder and Its there... But it gets to "Splash" and then my MS flashes and it locks up and Turns off.
Any Help?
First time though, I booted it using a Shell
Edit:
Woot I got it on to the Game folder and Its there... But it gets to "Splash" and then my MS flashes and it locks up and Turns off.
Any Help?
First time though, I booted it using a Shell
Hi Teej88
I've released a new version, check http://www.dinknetwork.com/forum.cgi?MID=98085.
Apparently there's a problem on Phats though so I'm currently fixing that.
I've released a new version, check http://www.dinknetwork.com/forum.cgi?MID=98085.
Apparently there's a problem on Phats though so I'm currently fixing that.