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Add PSP port

Open VoxelTek opened this issue 5 months ago • 10 comments

  • [x] Add sound support
  • [ ] Reduce memory consumption <64MB
    • [ ] Reduce memory consumption <32MB
  • [x] Verify working on real hardware
  • [ ] Create instructions for building and installing
  • [x] Add CI building

Known issues:

  • ~~Does not (currently) work on PSP-1000 models. This may or may not be fixable.~~
  • ~~Does not (currently) work on real hardware. This is likely solvable with memory usage reduction.~~
  • Poor performance. Unfortunately, without further understanding of why this is occurring, this may not be fixable.
  • Controls are sub-par. This is a general issue with LEGO Island, unfortunately.

VoxelTek avatar Jul 13 '25 01:07 VoxelTek

Optimise control scheme (LEGO Island PSP Controls.pdf)

It uses the default control scheme so lets not put this as a requirement for this port, general improvements to the gamepad scheme can come separate as it's not PSP specific.

AJenbo avatar Jul 13 '25 12:07 AJenbo

It uses the default control scheme so lets not put this as a requirement for this port, general improvements to the gamepad scheme can come separate as it's not PSP specific.

In that case, I might make a general issue for tracking work on improving the input methods for the game, namely controller.

VoxelTek avatar Jul 13 '25 12:07 VoxelTek

A bit premature to merge my PR in to this PR before it's ready to get merged ...

AJenbo avatar Aug 20 '25 19:08 AJenbo

I wanted to see if your changes allowed it to run on real hardware, and it kinda does.

VoxelTek avatar Aug 20 '25 23:08 VoxelTek

I wanted to see if your changes allowed it to run on real hardware, and it kinda does.

Oh do you have a way to test it on real hardware now? Can you confirm the two graphics glitches on hardware?

PPSSPP: image

PC: image

I have workarounds for both but I don't want to apply them before knowing if it's also an issue on real hardware.

AJenbo avatar Aug 21 '25 00:08 AJenbo

I wanted to see if your changes allowed it to run on real hardware, and it kinda does.

Oh do you have a way to test it on real hardware now?

Kinda. We've had more success and been able to get further in the game, but I think we are still running out of memory. I'll see if the newest changes help.

EDIT: Now realising it might be because I compiled it as a debug build. The release builds definitely have higher performance, so maybe it'd actually allow getting properly in-game.

VoxelTek avatar Aug 21 '25 00:08 VoxelTek

med model details helps a lot, low textures might also help, but haven't verified that.

AJenbo avatar Aug 21 '25 00:08 AJenbo

Kinda.

You Kinda have a PSP??

AJenbo avatar Aug 21 '25 00:08 AJenbo

Kinda.

You Kinda have a PSP??

Ah lol, I think I misunderstood. I know someone who has been willing to test the builds I produce on their PSP Go and PSP 1000 models. While I still don't have a PSP myself, they've been very helpful. The build I provided them with last night got closer to actual gameplay than ever before. I've sent them a compiled Release build with the latest changes in the hope it'll work even better.

VoxelTek avatar Aug 21 '25 01:08 VoxelTek

It doesn't look like the texture quality makes any difference to memory usage (and probably not to performance either), it appears it's just the same textures with reduced colors. I don't even think it would have made a difference in 1997.

AJenbo avatar Aug 21 '25 01:08 AJenbo