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April 23, 2024, 11:51:43 PM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)PlayStation Development Suite
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Ouren
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« Reply #120 on: April 16, 2013, 02:06:11 PM »

I think you misunderstand.

You have to put no effort in.  You just use the joystick API.

If the actual device doesn't physically support what you want, it is emulated on screen.  If the user experience sucks on an old Xperia phone, so be it.
Correct! If no buttons, the phone will draw virtual things on screen. you can hide it with a single tap.
You can make whatever you want and button-less users will have a similar experience.

Also, a Moga or whatever will just work with it too.
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InfiniteStateMachine
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« Reply #121 on: April 16, 2013, 03:48:49 PM »

also sony now supports using the dualshock3 with their devices (even the phone lol)

Wow I didnt realize the Xperia has 512MB. How can the mono runtime possibly take up that much space. I guess the OS needs ram too but it seems like they could give more. Maybe they are just playing it safe.

Also texture compression would help as well, or at least faster resource loading.
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Ouren
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« Reply #122 on: April 16, 2013, 05:25:31 PM »

Yea, the Dualshock support for testing in the IDE is magical.
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J-Snake
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« Reply #123 on: April 16, 2013, 08:08:03 PM »

Is the emulator good?
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Ouren
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« Reply #124 on: April 16, 2013, 08:09:18 PM »

The simulator could be better, but should be sufficient for gameplay testing.
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J-Snake
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« Reply #125 on: April 17, 2013, 03:52:56 AM »

My notebook has 4Gb ram and a nvidia gt540m, 2GB, ok for 2010/2011 standards. Does the simulator have high spec demands?
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« Reply #126 on: April 17, 2013, 04:07:20 AM »

simluator has deceptively low spec demands. My advice is that if you are serious you need to buy at least one PSM compatible arm device to realistically work on PSM. 

Simulator performance is by no means indicative of real world performance. It's similar to Android in that way.

Bottom line. Buy a Vita.
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« Reply #127 on: April 17, 2013, 04:12:32 AM »

Simulator performance is by no means indicative of real world performance. It's similar to Android in that way.
Do you mean that the simulator works slower than the actual machine? I tried it once and it seemed to run pretty fast.
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« Reply #128 on: April 17, 2013, 04:27:57 AM »

actually it's the opposite. Vita for instance can be way slower than the simulator


This is one of the reasons I wrote the performance article. My code runs amazing in the simulator, on real world devices it was crap before the optimizations.
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« Reply #129 on: April 17, 2013, 04:42:43 AM »

Ah ok, I might to get a VITA once, seems like a cool machine, more adapted to 2D games than 3D
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J-Snake
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« Reply #130 on: April 17, 2013, 05:33:33 AM »

Bottom line. Buy a Vita.
Just to go sure, it is just a regular Vita I see in the store. There are no special requirements for the deving?

Another question: When I am intending to use mixed-input: touch and 1 or 2 buttons of hardware input buttons in combination. Does it mean the touch-only devices will display only those 2 simulated buttons, have I control over their displaying and the positioning?
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Ouren
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« Reply #131 on: April 17, 2013, 07:43:01 AM »

Yup!
Just get you a normal ass vita!
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« Reply #132 on: April 17, 2013, 08:09:51 AM »

Bottom line. Buy a Vita.
Just to go sure, it is just a regular Vita I see in the store. There are no special requirements for the deving?

Another question: When I am intending to use mixed-input: touch and 1 or 2 buttons of hardware input buttons in combination. Does it mean the touch-only devices will display only those 2 simulated buttons, have I control over their displaying and the positioning?

The platform ships with a tool for defining on screen controls.  You can lay them out mostly where you want ( there are some limits ), as well as choose which buttons or gamepads you want displayed.  The system is pretty flexible over all.
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J-Snake
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« Reply #133 on: April 17, 2013, 12:46:04 PM »

Ok, I consider giving it a try. Out of interest, is someone of you here already on the store and receiving revenue. At least do you know some people who do? Doesn't have to be much. 200 Euro/Dollar a month or so is ok.

Does someone of you know about the screen-refresh-rate specs. Do all playstation certified devices have at least 50+ hz. Or do some have 30? It is important to know for my gameloop.

I don't have a smartphone. I am rather considering to buy a xperia play (the one with snes-like hardware input) so that I have both things at once, a phone and a test device. I assume I can test my stuff on that.
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Ouren
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« Reply #134 on: April 17, 2013, 03:14:37 PM »

We'll have a game up probably next week. I'll expose some numbers. :D
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J-Snake
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« Reply #135 on: April 17, 2013, 04:08:31 PM »

Ok, I stay tuned.

Any information you know about screen refresh on ps certified devices (a standard would be good)?

Btw. I love the design of xperia play, that snes-like pad next to the touch-screen.
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« Reply #136 on: April 17, 2013, 05:33:15 PM »

'bit of a necro, but I wrote a book on programming for PlayStation Mobile.

It was a rather enjoyable experience, I think I'll write more. Smiley
I bought it now in order to safe my time collecting all the puzzle pieces. Hope you did a good job on that but it will surely help Wink
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« Reply #137 on: April 17, 2013, 06:48:00 PM »

I downloaded the new psm-sdk. There is something wrong in the setup. It doesn't even compile a template project. It says something like "The access to a socket is not permitted 127.0.0.1:52114"

Anyone with the same problem?
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« Reply #138 on: April 17, 2013, 07:03:01 PM »

Never had that problem. Is your computer blocking that port?
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Ouren
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« Reply #139 on: April 17, 2013, 07:38:37 PM »

I downloaded the new psm-sdk. There is something wrong in the setup. It doesn't even compile a template project. It says something like "The access to a socket is not permitted 127.0.0.1:52114"

Anyone with the same problem?
I've never seen that.
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