Porting Irrlicht to the PSP

Porting Irrlicht to the PSP

In case anyone’s missed out on what I’ve been doing the past few days, I’ve been trying to port over Irrlicht to the PSP. Currently, using the trunk build, the Hello World and Quake 3 mesh loading code works fine, besides commenting out a few lines because the PSP does not have certain function implementations and header files. Other than that, the Makefile has to be modified for compiling as a static library for a PSP EBOOT.PBP file. On the PSP side, hardware FPU is disabled until the exact cause of the error can be nailed down. Currently the results I’m getting is quite good, considering that there wasn’t much effort needed to trace down the various problems. Using the SDL device and disabling OpenGL rendering, it was able to run stable, but the only main problem now is that there is no display on the screen, although it can properly exit out to the XMB. Recent contributions to the SVN included the SDL event handling code for joystick, and with that, the PSP’s analog stick and buttons can now be detected properly. It would be nice to implement a native IrrDevice which will handle the PSP’s controls, and as well as a rendering driver for the Graphics Unit on the PSP. For now, concentration on getting the SDL device to render in software mode on the PSP is the focus of my time.

Tasklist:

  1. SDL display (Software rendering) and controls working
  2. Implement CIrrDevicePSP.cpp for controls and misc. PSP-specific calls, excluding graphics display
  3. Implement native GU rendering or OpenGL ES rendering (via PSPGL) for PSP
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