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port to PSP?

Posted: Sat Oct 21, 2006 13:52
by kgsws
Can anybody port GZdoom to PSP?
There is thing called PSP GL http://www.goop.org/psp/gl/
or it can be done by GU ...

Posted: Sat Oct 21, 2006 14:21
by Alter
Nah..... I think it's not possible

Posted: Sat Oct 21, 2006 19:24
by wildweasel
To make an efficient port to the PSP, you'd have to make the program use every aspect of the system hardware. The PSP's main CPU is apparently capped a 222 MHz, which on its own wouldn't even be enough to run plain ol' ZDoom. With 32 MB of main RAM, 4 MB of DRAM, and 2 MB of texture memory, there's no way this thing could stomach GZDoom without plenty of optimization (which could take years, knowing Doom's code).

Posted: Sun Oct 22, 2006 0:43
by Syfo-Dyas
Maybe it might work on an XBOX..

...but definatly not the DS...

...and I'm not sure it would not lag with Hi-res gfx and reflective surfaces on the XBOX.

Beside, the PSP has a less than 4 hour battery life and does not feature a right Analog, how do you expect to play it and it be any fun?

I'm pretty sure that Lantus ported over Vanilla DOOM, you may want to check into that as it does not support Freelook so the controls "should" be fine!

Posted: Sun Oct 22, 2006 2:44
by wildweasel
Before I took it back to the rental store, I had a fairly good control scheme on Coded Arms for PSP. The analog nub looks around, the face buttons control movement, R trigger fires, L trigger jumps (in this case it would probably be the use button), and the D-pad for changing weapons and such.

Posted: Sun Oct 22, 2006 3:52
by chaoscentral
why would anyone need a port of it to the PSP, i cant see a practical use out of this, maybe a few people would use it, but it wont benefit the doom community as a whole...

Posted: Sun Oct 22, 2006 14:49
by Lord_Baz
Because you lot have no imagination? :P Need I remind people that the PSP is almost a handheld PS2? Put it this way, people are far to quick to concentrate on raw numbers these days without thinking about how to take advantage of it all. Yeah, the PS2 is a paltry 300Mhz machine but it's design allowed developers to overcome the basic machine years ago to pull some awesome stuff out of that console. FF12 and Xenosaga 3 come to mind.

The PSP has similar specs with a few things cut out from its full size brother but it's still a powerful little handheld.

Given that yeah you would have to optimize/streamline gzdoom for the console and that will take time and effort, and that is where any attempt to port it to PSP would fall over, but it is possible.

Helms Deep or Torment and Torture on a psp... well I don't see that ever happening, but stranger things have happened when homebrew gets involved.

Posted: Sun Oct 22, 2006 17:12
by wildweasel
Optimization or not, Helms Deep and Torment & Torture will probably deliver utterly poor framerates on a PSP. Consider that, to get a decent framerate on the former using a PC, you need at least 2 GHz worth of CPU power.

Posted: Sun Oct 22, 2006 17:16
by Graf Zahl
Helm's Deep doesn't get killed by GPU performance. It requires a strong CPU due to the insane amount of actors moving around. And for that the PSP is most definitely far too weak.

Posted: Mon Oct 23, 2006 3:00
by Syfo-Dyas
I just can't use the Left Analog for looking, that's why I broke down and bought a Keyboard and Mouse for my Dreamcast back in the day.

Will they never learn.

Hopefully the next PSP will have dual analog and a more Nintendo DS like battery life. Other than that it's the 1st Sony Product I've actually had a hard core interest in, I can't wait to check out the new Ghouls & Ghosts.


And yes, it would rule to have DOOM ports on as many home consoles as possible, it gives the users who can't code an chance to develope there own games for there favorite gaming systems.

Posted: Mon Oct 23, 2006 3:24
by Nash
I personally can't wait for the next Silent Hill game for the PSP (Silent Hill Origins).

Not sure how scary it'll be. It probably won't have the same psychological fear effect of playing the game on the PS2 or PC like the other games... how much can you scare a player using a tiny screen and tiny speakers. :/

Posted: Mon Oct 23, 2006 7:13
by Lord_Baz
Actually there is an attachment you can buy for the PSP that turns the D-Pad into an analogue thumbstick. Works quite well.

Nash, that's why you buy a damn good set of headphones to accompany the psp. That screen isn't really small either.

Yeah, I said both were unlikely, but seeing any gzdoom maps on a non-pc platform would be awesome. Foreverhood on a PSP anybody? :D

Posted: Mon Oct 23, 2006 14:43
by Cutmanmike
...but definatly not the DS...
You underestimate my power?!?!

Posted: Mon Oct 23, 2006 19:29
by Syfo-Dyas
http://www.youtube.com/watch?v=0omhjE90HTA


And of course there are even more projects on my (un-updated in a while) DOOM Console page:

http://doomdc.tk/

Though the DS does lack in power (2 CPU's running just below 100Mhz), it still has enough to run DOOM and probably Quake from what I've heard, plus it takes care of the dual analog problem, but alas, if you won't see gzDOOM on the PSP, you surely will not see it on the DS.

What would be interesting though is if someone did what BlackAura began on the Dreamcast. He made a port of winDOOM for the DS called nxDOOM. It's basically vanilla DOOM but with slightly advanced DeHacked abilities.

What I'd like to see is for someone to take this further, since the current hand helds and classic consoles don't have the power to do gzDOOM or Legacy or what not, it would be cool to at least see some original DOOM ports that feature there own bells and wistles, of course if people would port BOOM instead of winDOOM to all these consoles that would make a HUGE improvement in itself, but alas, every one seems winDOOM centric for some odd reason.

Posted: Mon Oct 23, 2006 22:30
by Cutmanmike
The only nag I have with this is, FPS suck on consoles (Maybe not the Wii). I cannot live without a mouse and keyboard.