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March 15th 2009, 12:39 PM
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Beuc
Peasant He/Him France
 
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.