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dbeef / spelunky-psp Goto Github PK
View Code? Open in Web Editor NEWSpelunky remake for Sony PSP.
License: Other
Spelunky remake for Sony PSP.
License: Other
➜ ~/interests ls
cmake computergraphics cpp crossplatform ctf gamedev linux retrocomputing tmux vim zsh
Some players (most fans, I believe) already got used to HD or 2 keymapping. It makes sense to give them the option to use it.
I'm trying to usepspdev/pspdev:latest
docker image to build the project, this includes the psp toolchain required in the building instructions. The image, along with the psp toolchain is based upon alpine linux, however I get linking errors when calling ./scripts/build-psp.sh
.
[100%] Linking CXX executable Spelunky_PSP
/usr/local/pspdev/lib/gcc/psp/13.2.0/../../../../psp/bin/ld: /usr/local/pspdev/psp/lib/libSDL_mixer.a(music_cmd.o): in function `MusicCMD_Start':
(.text+0x23c): undefined reference to `sigprocmask'
/usr/local/pspdev/lib/gcc/psp/13.2.0/../../../../psp/bin/ld: /usr/local/pspdev/psp/lib/libSDL_mixer.a(music_cmd.o): in function `MusicCMD_Stop':
(.text+0x2e0): undefined reference to `waitpid'
/usr/local/pspdev/lib/gcc/psp/13.2.0/../../../../psp/bin/ld: /usr/local/pspdev/psp/lib/libSDL_mixer.a(music_cmd.o): in function `MusicCMD_Active':
(.text+0x370): undefined reference to `waitpid'
collect2: error: ld returned 1 exit status
gmake[2]: *** [CMakeFiles/Spelunky_PSP.dir/build.make:121: Spelunky_PSP] Error 1
gmake[1]: *** [CMakeFiles/Makefile2:501: CMakeFiles/Spelunky_PSP.dir/all] Error 2
gmake: *** [Makefile:136: all] Error 2
It looks like alpine doesn't define sigprocmask
, waitpid
functions used in libSDL_mixer
. What can I do with this and how this is supposed to be built? I have no idea, since switching to any other linux distributive would be a very time-consuming task as it requires to recursively modify all the images used in the pspdev build.
Hi, on PSP version, the start screen shows a tutorial area but I can’t access it.
It's a critical mechanic that allows for more precise control.
I'd love to tune the music volume. On my hardware, even the lowest global volume setting is too loud when the program is at 100% volume.
Reproduced on a flare and a rock.
I was able to whip a bat behind my back and a spider that was falling on me from the top (in the second case, I was standing half a tile away from spider's tile). IIRC, it's not possible in the original.
I might be biased, though, as I play a lot of HD recently.
Instead, ladder should count as a platform for the purpose of walking sideways.
When pressing Down, the PC should cling and climb down, not drop all the way down.
Jupiter Hell does a great diagnostic thing: they have a deterministic level generator, which depends on a single random seed.
Thus, in order to report a level generation problem, one only has to tell the level name and its seed number.
The mixer library is still on SDL1 version.
Now, the PC jumps 1 block up anyway.
This is an important technique that lets the player reduce the height of a fall and evade losing a hit point.
Original Spelunky had a C key rotate the wielded item through: bomb, rope, nothing.
Now, I cannot stop wielding a bomb if I mistakenly took it.
I'm trying to build Spelunky-PSP on Linux aarch64
My OS is Fedora 34 AArch64
My CPU is RK3399 (6 cores ARM 64 bits) and have 4 GB of RAM
I have followed the instructions, running first ./scripts/config-linux.sh
, and then ./scripts/build-linux.sh
Building process starts fast, but then gets stuck on 20%, after:
[ 20%] Linking CXX static library libCollisions.a
[ 20%] Built target Collisions
It stays there for hours without making any progress. One of the CPU cores stays working at 100% while the other ones are not doing any hard work.
On the system monitor I see the process cc1plus (gcc c++ compiler?) is the one using 100% of one core and 1.3 GB of RAM. After examining it's command line I see it's trying to compile src/audio/src/AudioBank.cpp
. When viewing it's opened files, the last one is 'src/audio/include/generated/title.wav.hpp', which is a 13MB source file containing raw data in the form of a char array.
It has been there by 5 hours without making any progress.
Maybe 13 MB is too heavy for being parsed and compiled by g++? Is there any way to import the WAV binary files without compiling them as sources? I know in some ASM dialects there is an incbin
command which just import a a binary raw file, but I don't know if c++ has something similar.
This project is such a great news, thank you for all your work!
I looked into building it on Mac. SDL1 is holding me back, as it is known to be broken on the latest MacOS.
SDL2 would be great to have.
I ran the game on my PSP 1000. Here are some issues I had, maybe you will find it useful to know about them:
Input documentation would be nice, I wrote down what I was able to figure out:
Asides from that, amazing job, it's very nice to have this game on a PSP, and in such a small file size too 😁
It should whip/use carried item and leave the player where they were.
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