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Porting to PSP #134
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Forget it! I have the game almost working, however I'm not sure about how it will perform :( |
Reopening the ticket just to know if there is a possibility of having lower resolution, it will make to work faster in low profile devices... |
Hello. There is no easy way to change internal table resolution. About performance: |
If I comment the Thanks |
260 uncapped UPS without presenting is good, this means that PSP has more that enough power for software renderer. For comparison, my laptop does about 7-8k UPS. |
Ok, 460 UPS is even better. FSP is on 1/2 ratio to UPS, by default. There are multiple ways to solve SDL texture size limitation. |
Hello again, This is obviously increasing a lot the amount of RAM used, and wasting a lot of CPU cycles when rendering the texture.
This kind of this is really helping the low-end platforms as PSP/PS2 to perform well You have more information here: Finally, have you thought to create better driver interfaces? Thanks |
Keep in mind that my project is targeting generic desktop, where indexed color textures are always emulated. Original game used indexed colors, I intentionally moved away from that in v2. I don’t see any point in introducing backend abstraction layers to the project, SDL2 serves the project just fine. |
Thanks for the reply. This is why I was thinking to use the palette, instead of the whole buffer. I did some dirty tests, and performance will be close to the 60 FPS. I have tried myself, removing the use of the In the end, the PSP GPU is ready to work with textures using Palette color, and this will save a lot of CPU ticks (which is the current bottleneck), this is why I was giving it a try to the Palettes. I have used the same approach with emulators and the performance boost is quite visible. Regarding including changes in the main repo, I totally understand that some changes that I'm doing most probably aren't going to be possible to merge, but I will try to do my best. Thanks |
BlitToTexture is slow most likely due to lack of HW acceleration in PSP SDL. Texture flipping you are seeing is caused by bitmap origin conflict. |
Hello guys!
First of all thanks for the amazing project.
In the latest days I have been trying to port this game to Original PSP, however, I'm facing some issues.
Currently, the most important one is the screen resolution, PSP has a resolution of
480 x 272
however the game is trying to create textures from this values:What should be the easiest way to adjust to the maximum PSP resolution?
Can I change these values and put whatever I want?
Thanks again
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