Archive for the ‘Development’ Category

Ad-hoc matching diagram

Sunday, June 1st, 2008

If you’re a PSP developer and/or considering developing wifi-enabled applications for the PSP, you might find this Adhoc Matching Diagram helpful. While it doesn’t explain everything in detail, it provides general idea on the steps that the generic PSP wi-fi enabled application takes, when setting up matching.

Ad-hoc matching is the initial step of setting up communication between PSP units – selecting which machines are going to participate in a communication session. It generally entails sending connection requests, and simultaneously listening for connection-related events (such as incoming connection requests). Because communication is peer-to-peer, the notion of host/client is implied – usually the machine requesting a connection is considered the client, while the machine receiving the connection request is the host.

What’s going on?

Friday, January 18th, 2008

The recent drought of new releases may have some of you wondering if development has stopped. The answer is no, not really – though if you want someone to blame, blame Microsoft and the XBOX 360 – it’s been sucking up more of my free time than my trusty old PS2 (for those who may be wondering, I rarely use the PSP for anything other than emulation). That, and the heavier workload (at work) are the reasons why development is sluggish.

Good news, however, is that development hasn’t stopped – look forward to some interesting releases in the time to come.

Oh, and Happy New Year. Let’s take this time to thank the generous souls behind the PSP SDK for continuing to provide us with many hours of coding (and classic gaming) goodness. If it wasn’t for them, the PSP would be just another portable gaming console. Thanks, guys.

Media Engine

Monday, October 29th, 2007

I’ve been spending some time researching the Media Engine processor lately, to see how it can be incorporated into any of the current emulators. The gist of it is that the sound engine would be running in a separate process on another processor, freeing the main processor to do other tasks.

Gut feeling suggests that in the case of Handy, the emulator would run at full speed at 333MHz (since at that frequency, performance is almost borderline already — for most games, anyway).

Ultimately what makes programming the ME a challenge is a) interprocess communication (which can quickly become a nightmare), and b) lack of good documentation. Here’s to hoping.

Inactive emulator ports

Friday, September 14th, 2007

As what should be great news to all PlayStation Portable emulation fans, various developers are taking it upon themselves to port various “inactive” (on hiatus or permanently stopped)  classic PSP emulators to the new PSP Slim. dcemu.co.uk reports that at least two emulators have already been ported by someone other than the original author – Snes9xTYL 0.4.2 and NJ’s various emulators.