Descriptive Modding: The PSP Engine
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Baker wrote:Revision "KurokQuake 9": source
End of MP3 music no longer causes crash.
mp3 music goes in id1\music folder as track01.mp3, track02.mp3 and such.
Tried adding your fix in my own engine, it didn't work, and I tried it with the version you have compiled in the archive, also didn't work?
Perhaps it's the MP3 file I'm using? It was just a random song I had on iTunes.
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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
From what I have noticed, in Bakers PSP Engine, the MP3 files don't play automatically.
I had to go to the console and type
I had to go to the console and type
- Code: Select all
cd play
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
I'm not having either of the problems you guys are having.
MP3s load and play and never crash in my setup. It could be something about my MP3s?
Either way:
1. I managed to identify precisely where the crash occurred in the old version so it can be avoided.
2. The current version is not the final version of this little project.
Once I get this project closer to final state, I'll pay a lot more attention to bug problems or problems that others are having. I have this little project maybe about 50% of what I want, but need more quality time with it to complete the single codebase goal I have.
[And unfortunately, all the snow in my area has very much impeded me from everything lately. It wiped 2 days a couple of weeks ago by blocking satellite internet and then killed 2 days a week later by stranding me somewhere with no internet and additionally messing with real life ... stupid snow ...
]
MP3s load and play and never crash in my setup. It could be something about my MP3s?
Either way:
1. I managed to identify precisely where the crash occurred in the old version so it can be avoided.
2. The current version is not the final version of this little project.
Once I get this project closer to final state, I'll pay a lot more attention to bug problems or problems that others are having. I have this little project maybe about 50% of what I want, but need more quality time with it to complete the single codebase goal I have.
[And unfortunately, all the snow in my area has very much impeded me from everything lately. It wiped 2 days a couple of weeks ago by blocking satellite internet and then killed 2 days a week later by stranding me somewhere with no internet and additionally messing with real life ... stupid snow ...
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Actually I can't.
It's the Quake sound track converted to mp3. But I've used both the Kurok mp3s and the Travail sound track as well.
When I do another revision, I'll post some mp3s or even a shareware compatible setup with a non-Quake soundtrack that works for me for others to test/verify my work.
It's the Quake sound track converted to mp3. But I've used both the Kurok mp3s and the Travail sound track as well.
When I do another revision, I'll post some mp3s or even a shareware compatible setup with a non-Quake soundtrack that works for me for others to test/verify my work.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
I'll windiff what you did from revision 8 to 9 and see what I can deduce..
How long are you leaving the songs playing for? There's a good chance mine looped once, then crashed when it hit the second loop point, as I wasn't familiar with the Kurok soundtrack (That's what I used..)
Regardless, something's definitely up, although it may be related to my configuration, as you suggested.
How long are you leaving the songs playing for? There's a good chance mine looped once, then crashed when it hit the second loop point, as I wasn't familiar with the Kurok soundtrack (That's what I used..)
Regardless, something's definitely up, although it may be related to my configuration, as you suggested.
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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
I think I defined my testing as "didn't crash after the first loop".
I didn't explicitly wait to see what happened after the second loop, although I think I had Quake running for 8 to 10 minutes at least a few times during testing which seems likely it looped a few times.
I don't have access to the source code right now, but there was no "how long did I set the music to". I intercepted EOF condition in the mp3 code and forced the cd track to restart via ("cd play whatever_the_current_track_is") .
I didn't explicitly wait to see what happened after the second loop, although I think I had Quake running for 8 to 10 minutes at least a few times during testing which seems likely it looped a few times.
I don't have access to the source code right now, but there was no "how long did I set the music to". I intercepted EOF condition in the mp3 code and forced the cd track to restart via ("cd play whatever_the_current_track_is") .
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Update in-progress ...
4 months between updates? Bleh ...
(The plus is any mod that runs on this runs in Windows, OS X and Flash and of course the MH-sponsored DX8 build ... the engine is one and damn near the same. I'd add Linux to the mix but I can't find the motivation to deal with Linux. I'll probably email the QuakeSpasm people with modifications for them to use ... I have a *lot* of them. Shows you what I can do with 42 hours of free time, they can't stop me -- they can only hope to contain me. Foo sure.)
Update: It compiles and runs. So now its on like Donkey Kong.
4 months between updates? Bleh ...
(The plus is any mod that runs on this runs in Windows, OS X and Flash and of course the MH-sponsored DX8 build ... the engine is one and damn near the same. I'd add Linux to the mix but I can't find the motivation to deal with Linux. I'll probably email the QuakeSpasm people with modifications for them to use ... I have a *lot* of them. Shows you what I can do with 42 hours of free time, they can't stop me -- they can only hope to contain me. Foo sure.)
Update: It compiles and runs. So now its on like Donkey Kong.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Revision "KurokQuake 10" source: source
Supports rotating doors and a few other things I can't remember.
Supports rotating doors and a few other things I can't remember.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Revision 11 -- and this one is different ...
Windows | OS X | PSP | Flash combined source version "4.15 Beta"
Source: Download
There is an EBOOT.PBP (PSP engine binary) hiding in there and a FlashProQuake415.swf, but the emphasis is more on getting the source code uploaded.
Status:
Windows and Flash have 100% same codebase
Windows and OS X have 98% same codebase
Windows and PSP have about 75% identical codebase
Hopefully in the next revision or 2 I can get 100% for OS X and maybe 85% for the PSP (still a bit of work to do for the integration).
I've noticed a few differences of compatibility for the PSP engine thus far, which I want to look into carefully.
Merging all 4 together was NOT fun and quite a bit of work, I have more to do and the next couple of revisions should be more interesting.
Windows | OS X | PSP | Flash combined source version "4.15 Beta"
Source: Download
There is an EBOOT.PBP (PSP engine binary) hiding in there and a FlashProQuake415.swf, but the emphasis is more on getting the source code uploaded.
Status:
Windows and Flash have 100% same codebase
Windows and OS X have 98% same codebase
Windows and PSP have about 75% identical codebase
Hopefully in the next revision or 2 I can get 100% for OS X and maybe 85% for the PSP (still a bit of work to do for the integration).
I've noticed a few differences of compatibility for the PSP engine thus far, which I want to look into carefully.
Merging all 4 together was NOT fun and quite a bit of work, I have more to do and the next couple of revisions should be more interesting.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Baker wrote:Revision 11 -- and this one is different ...
Windows | OS X | PSP | Flash combined source version "4.15 Beta"
Source: Download
There is an EBOOT.PBP (PSP engine binary) hiding in there and a FlashProQuake415.swf, but the emphasis is more on getting the source code uploaded.
Status:
Windows and Flash have 100% same codebase
Windows and OS X have 98% same codebase
Windows and PSP have about 75% identical codebase
Hopefully in the next revision or 2 I can get 100% for OS X and maybe 85% for the PSP (still a bit of work to do for the integration).
I've noticed a few differences of compatibility for the PSP engine thus far, which I want to look into carefully.
Merging all 4 together was NOT fun and quite a bit of work, I have more to do and the next couple of revisions should be more interesting.
Thanks baker for this!
And this idea is very interesting... porting Progs Compiler to PSP and building progs for your mod... lol. Notepad for PSP required.
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Ranger366 - Posts: 203
- Joined: Thu Mar 18, 2010 5:51 pm
Baker, Please Continue this Awesome Engine. This would help us psp modders alot. A better engine would be awesome. Please pull through!
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
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