newest version of OTTD on PSP...

Got an idea for OpenTTD? Post it here!

Moderator: OpenTTD Developers

Phantomlan
Engineer
Engineer
Posts: 2
Joined: 25 Feb 2009 11:43

newest version of OTTD on PSP...

Post by Phantomlan »

Can someone update the PSP Version of OTTD to newest PC Version?

Current Build OTTD-PSP :
- 5.3 OTTD
- For PSP Slim (200X) Kernel 3.XX
- Start with 233 Mhz

Build :
- 6.3 OTTD / 7.0-beta1
- For PSP Slim (200X) Kernel 5.XX
- Start with 333 Mhz
- Additional Button Usage / Configurations : (would be nice)

a. Start + Directional Buttons
^(Up) - Build Rails (Can change in config file for Roads/Airports/Docks)
<(Left) - Landscape Tools
>(Right) - Transparent Buildings(/Trees)
V(Down) - Pause (of course)

b. Mouse/Analog Sensitivity
To make it Faster or Slower

if you can't make it you can give me lessons how to build (total n00b in coding/building)
BIG Thanks
(Guy who made last 5.3 gone somewhere [for that much!] and didn't continue the Project)
Site : >>Click<<
Sacro
Tycoon
Tycoon
Posts: 1145
Joined: 18 Jun 2005 21:08
Location: Here
Contact:

Re: newest version of OTTD on PSP...

Post by Sacro »

Not an official release, go bug them!
We Am De Best

Host of ThroughTheTube site
Buibo
Engineer
Engineer
Posts: 21
Joined: 20 Dec 2002 22:59

Re: newest version of OTTD on PSP...

Post by Buibo »

@ Sacro

Yes, it's known that it's not an official build. But the fact is that OpenTTD suits psp perfectly.

I've left feedback requesting jaime to update it sometime (author of the previous 0.53 psp port) but he hasn't put anything new on the site for more than a year, and seems to be inactive. So what we need is somebody else who can pick up where he left and make a port of a newer version of OpenTTD.

It's easy to say go bug them but that gets us nowhere..
(them who? It's only one guy and hes nowhere to be seen)
User avatar
belugas
OpenTTD Developer
OpenTTD Developer
Posts: 1507
Joined: 05 Apr 2005 01:48
Location: Deep down the deepest blue
Contact:

Re: newest version of OTTD on PSP...

Post by belugas »

1) The sources made available are password protected - not supplied (from a quick glance)
2) It's version 0.5.3. We're now at 0.7.beta2. Hell of a fun job to update the sources from THAT LONG AGO

I can keep on going, but I think you might have enough reasons to keep on bugging the one who released the PSP stuff initially .

I'm pretty afraid your request is not a small one, nor an easy one.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Buibo
Engineer
Engineer
Posts: 21
Joined: 20 Dec 2002 22:59

Re: newest version of OTTD on PSP...

Post by Buibo »

Yes, I know.

But if the original author does not continue to update it and nobody else will either then it's simply left as-is. :(
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: newest version of OTTD on PSP...

Post by FooBar »

I recall a wise man once said "if you were to donate a couple of those [PSPs] to the developers, we might be interested in supporting it" :wink:
Conditional Zenith
Chief Executive
Chief Executive
Posts: 697
Joined: 10 Jun 2003 00:19
Location: Australia

Re: newest version of OTTD on PSP...

Post by Conditional Zenith »

belugas wrote:1) The sources made available are password protected - not supplied (from a quick glance)
That would seem to be a GPL violation to me.
Raccoon
Engineer
Engineer
Posts: 41
Joined: 03 Mar 2009 10:58

Re: newest version of OTTD on PSP...

Post by Raccoon »

Conditional Zenith wrote:
belugas wrote:1) The sources made available are password protected - not supplied (from a quick glance)
That would seem to be a GPL violation to me.
:?...? They aren't password protected (at least not version 0.5.3).
Using 0.6.3 and 0.7.0 RC, both without mods.
User avatar
belugas
OpenTTD Developer
OpenTTD Developer
Posts: 1507
Joined: 05 Apr 2005 01:48
Location: Deep down the deepest blue
Contact:

Re: newest version of OTTD on PSP...

Post by belugas »

right...
seems like PeaZip tricked me.
Winrar did allowed me to see the sources though.
ok, I retract my point 1)
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
User avatar
Blackbird88
Engineer
Engineer
Posts: 1
Joined: 27 Apr 2009 07:02
Location: Czech Republic
Contact:

Re: newest version of OTTD on PSP...

Post by Blackbird88 »

Too bad new version won't see a light :(
Image
PSP 2004 CFW 5.00 M33-6
Firmware history:
3.90 M33-3 > 5.00 M33-6
SilentDragon
Engineer
Engineer
Posts: 8
Joined: 01 Jul 2004 23:08

Re: newest version of OTTD on PSP...

Post by SilentDragon »

I just ported over 0.7 to the PSP.

Updates:
  • 266 Mhz clock ( A nice balance of speed and power consumption)
  • PSP Network chooser instead of the text chooser
  • CPU speed choosing is gone due to crash issues
  • Start + Up opens the last used rail window
  • Start + Left opens the landscape tools
  • Start + Right cycles through transparencies. Once - Buildings, Twice - Buildings, Trees, Thrice - No Transparency
  • Start + Down toggles pause
Bugs
  • Downloading can fail if the files are too big.
  • Can't connect if you choose not to or you turned it off or lost connection
  • Sometimes the game appears to freeze when doing network things
  • Maps over 512x512 aren't very nice to the psp's memory
  • No midi
  • probably many more
Get it here
SHADOW-XIII
Tycoon
Tycoon
Posts: 14275
Joined: 09 Jan 2003 08:37

Re: newest version of OTTD on PSP...

Post by SHADOW-XIII »

SilentDragon, any chance to get a diff from original code and possibily introduce it to auto/nightly builds ?
what are you looking at? it's a signature!
SilentDragon
Engineer
Engineer
Posts: 8
Joined: 01 Jul 2004 23:08

Re: newest version of OTTD on PSP...

Post by SilentDragon »

Maybe, but at the moment the code is really messy and hacked in. Once I clean it up a bit I can see about pumping out a diff.
SHADOW-XIII
Tycoon
Tycoon
Posts: 14275
Joined: 09 Jan 2003 08:37

Re: newest version of OTTD on PSP...

Post by SHADOW-XIII »

would be nice to get an in-game error message if map is too big to fit in memory as well
right now I get console error thus I have to quit and start game again.
would be nice to see this port using slim extended memory (not sure if it is there already or not as I have fat psp)

would be nice to get small readme with info about keys, what combination gives keyboard appearing, what key is for "CTRL" key, etc .. or even better get [psp] section in .cfg where you could bind the keys

last but not least, I edited cfg manually in notepad to add graphic files paths (own preset), check for errors (no errors). When I get into the game, main menu, enter newgrf options and press triangle to close window it starts memory stick activity (probably saving something), after quite some time (90seconds+) it gives very odd error: "ERROR: Cannot open file 'H %#$#$.grf' (where "%#$#$" are some strange signs I cannot put in here) - which is odd because .cfg is correct.
After further investigation the problem is in amount of GRF files: 5 or more files lead to that error, loading up to 4 grf files is fine

and to conclude:
THANK YOU FOR NEW VERSION :bow:
what are you looking at? it's a signature!
SilentDragon
Engineer
Engineer
Posts: 8
Joined: 01 Jul 2004 23:08

Re: newest version of OTTD on PSP...

Post by SilentDragon »

Well right now there's no restrictions so the reason you see it like that is because the game fails to allocate memory so unless I hard code an exclusion for map sizes that will always happen since I can't really intercept it. It should be compiled to use slim memory, but I can't test that since I also have a fat PSP. As for the grf error I saw the OTTD devs have written in a few stubs of PSP code and one of them states that the PSP is not allowed to have more than 10 concurrent open files 2 of which are saved for things like saving. I'll look into seeing if that limit can be lifted or not, but don't get your hopes up.

Controls:
X = Left Mouse Button
O = Right Mouse Button
Square = Move window under cursor / Ctrl
Triangle = Close Window under cursor

Analog/D-Pad = Move mouse (d-pad is slower)

L-Trigger = Zoom In
R-Trigger = Zoom Out

L+R Trigger = Close all non-vital windows

Select + Down = Take screenshot
Select + Left = Open the Danzeff OSK (All edit boxes can be clicked to open OTTD's OSK)
Select + Up = Open Cheat Window (Not in network games)
Select + Right = Open chat window in network games

Start + Up = Open the last built rail menu
Start + Down = Pause the game
Start + Left = Show landscape toolbar
Start + Right = Toggle transparency (None->Buildings->Buildings + Trees) it cycles through them

Start/Select + Trigger are still open for ideas
SHADOW-XIII
Tycoon
Tycoon
Posts: 14275
Joined: 09 Jan 2003 08:37

Re: newest version of OTTD on PSP...

Post by SHADOW-XIII »

as suggested on IRC channel I've put all Original grf's in one TAR file and all other grf's in another .... unfortunately that gives same error ...

EDIT: it worked if I put ALL grf files in single TAR file but worked only once, as soon as I decided to load another preset (same preset) of graphic files it gave same error. So imho it somehow doesn't close file handlers properly?

my opinion for change/new key possibilites:
START: pause (in single player), chat window (in multiplayer)
SELECT+START+L+R: cheat window (single player), chat window (multiplayer)
SELECT+L/R: change cpu speed lower/higher, probably between 222/266/300/333 maybe 111/166/200 as well
what are you looking at? it's a signature!
SilentDragon
Engineer
Engineer
Posts: 8
Joined: 01 Jul 2004 23:08

Re: newest version of OTTD on PSP...

Post by SilentDragon »

It should close the files when it needs to. There's a bunch of code that deals with closing the files and keeping their ids to be reopened later, but it does close them. What happens with the tar thing is that it gets extracted temporarily to read out the grfs since the psp has no where near enough memory to load all that in ram at once and since there's a bunch of grfs to read it fails on having enough file descriptors available. I can work on those bindings, but the cpu speed thing was originally in there, but whenever it was used it would freeze the psp.
Phantomlan
Engineer
Engineer
Posts: 2
Joined: 25 Feb 2009 11:43

Re: newest version of OTTD on PSP...

Post by Phantomlan »

BIG THANKS
Great Work ;)
well - not much bugs and works really good but speeding up to 333 would be nice, also GRF support is good
i'm now learning code to try building for PSP but goes hard somehow
i know that PSP Version is unofficial, but why is it? it's not hard (from my point) to port it and you can always have PSP in move making game more portable.
Yexo
Tycoon
Tycoon
Posts: 3663
Joined: 20 Dec 2007 12:49

Re: newest version of OTTD on PSP...

Post by Yexo »

Phantomlan wrote:i know that PSP Version is unofficial, but why is it?
Because there is no developer with a PSP to support it.
koppi
Engineer
Engineer
Posts: 3
Joined: 20 Jun 2009 09:04

Re: newest version of OTTD on PSP...

Post by koppi »

I compiled version 0.7.1 for PSP. This is based on SilentDragon's source for 0.7.0. I changed cpu speed to 333Mhz.

Get it here.
src
Post Reply

Return to “OpenTTD Suggestions”

Who is online

Users browsing this forum: No registered users and 3 guests