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DragonBlood
Joined: 07 Apr 2008 Posts: 83 Location: Prattville, AL
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Posted: Wed Apr 23, 2008 2:25 pm Post subject: OHR on Playstation3 |
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I'm getting a PS3, and plan on getting yellow dog Linux or Fedora8 Linux.
Is the OHR compatible with either of these? If not, would it be difficult
to MAKE it compatible? |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Apr 23, 2008 10:45 pm Post subject: |
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We are waiting on the FreeBASIC C emitter. I imagine that if that ever happens, porting to the PS3, smart phones, handhelds, GP2X, etc would be pretty simple. If. Nothing's happened on it in 6 months.
Unless there happens to be a DOSBox port or some other x86 emulator for the PS3. FB only emits x86 assembly. _________________ "It is so great it is insanely great." |
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DragonBlood
Joined: 07 Apr 2008 Posts: 83 Location: Prattville, AL
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Posted: Thu Apr 24, 2008 1:46 pm Post subject: |
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I understand, nut are you refering to the PS3 not being able to support the OHR, or yellowdog linux not having support?
If I wanted to, I could get an OHR supported linux, put it on my PS3, and
start making games.
I'm just curious as to whether or not there is an OHR port for yellowdog linux
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Thu Apr 24, 2008 2:40 pm Post subject: |
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The OHRRPGCE is compiled with the FreeBasic compiler. It works on Linux, but only on Intel processors. The PS3 uses an IBM CELL processor, which is a member of the PowerPC family of processors. Linux (and most open-source-software) can be compiled for Power just as easily as it can be compiled for Intel, but until FreeBasic adds support for Power machine code, the OHRRPGCE will not be able to run on the PS3.
The FreeBasic developers already have a plan for supporting other processors. Basically, FreeBasic will use GCC as a backend, since it supports practically every processor there is. Progress on this plan is being tracked on the FBC TODO under the heading "Add a C Backend" |
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DragonBlood
Joined: 07 Apr 2008 Posts: 83 Location: Prattville, AL
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Posted: Fri Apr 25, 2008 5:07 pm Post subject: |
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ah, now i understand.
thanks =) |
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andwhyisit
Joined: 25 Apr 2008 Posts: 3
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Posted: Fri Apr 25, 2008 9:06 pm Post subject: |
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The Mad Cacti wrote: | We are waiting on the FreeBASIC C emitter. I imagine that if that ever happens, porting to the PS3, smart phones, handhelds, GP2X, etc would be pretty simple. If. Nothing's happened on it in 6 months.
Unless there happens to be a DOSBox port or some other x86 emulator for the PS3. FB only emits x86 assembly. |
Even PSP? Because running OHRRPGCE games on Dosbox PSP is a nightmare.
What is a FreeBASIC C emitter anyway? Is it a converter? Does it change how it is compiled? How long until one is available? |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Apr 26, 2008 9:52 am Post subject: |
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James Paige wrote: | The FreeBasic developers already have a plan for supporting other processors. Basically, FreeBasic will use GCC as a backend, since it supports practically every processor there is. Progress on this plan is being tracked on the FBC TODO under the heading "Add a C Backend" |
I was originally going to say that a GCC backend(/frontend) and a GCC emitter are completely different things, and one might happen on the span of years and the other months, respectively, but after reading around about the things the FB devs have been saying lately, I get the impression that things have changed. Originally, I understood that creating a gcc frontend was the long term goal, but a gcc emitter could be fast and dirty. That TODO and recent dev posts only mention the emitter. (Incidently, I just tried the gcc emitter out ("-gen gcc") and it produce total garbage currently (0.18.4), though v1ctor says he got a QB raytacer running with manual editting.)
andwhyisit wrote: | Even PSP? Because running OHRRPGCE games on Dosbox PSP is a nightmare.
What is a FreeBASIC C emitter anyway? Is it a converter? Does it change how it is compiled? How long until one is available? |
FB only generates x86-32 assembly from FB source code. This means it can not run on any other CPU architecture (such as any game console aside from the XBox. FB support(ed) the XBox.) A C emitter would generate generic C code instead of x86 assembly. This would then be compiled by GCC for any desired architecture.
It looks like it's not going to produce readable C code, but something even more unreadable than compiler generated assembly. It probably won't be usable outside of compiling FB, I wouldn't call it a converter.
When will it be ready? I hear plans to have it in by FB 1.0. Heheh.
If DOSBOX runs on the PSP, that's probably means it's possible for a native port as well. _________________ "It is so great it is insanely great." |
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andwhyisit
Joined: 25 Apr 2008 Posts: 3
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Posted: Sun Apr 27, 2008 5:58 pm Post subject: |
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The Mad Cacti wrote: | If DOSBOX runs on the PSP, that's probably means it's possible for a native port as well. |
OHRRPGCE runs nicely on Dosbox PSP, but running games, that's another story. A native port is a better option.
The Mad Cacti wrote: | When will it be ready? I hear plans to have it in by FB 1.0. Heheh. |
*Looks at current version*
*Looks at date trail*
What about converting it to C manually (by eye)? Would that work? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sun Apr 27, 2008 7:38 pm Post subject: |
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andwhyisit wrote: | What about converting it to C manually (by eye)? Would that work? |
You can find an overview of past and present porting efforts at OHRRPGCE Source Ports on the wiki. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Apr 27, 2008 8:02 pm Post subject: |
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andwhyisit wrote: |
OHRRPGCE runs nicely on Dosbox PSP, but running games, that's another story. A native port is a better option. |
Hmm? What's wrong with games? Is the game lumping/unlumping behaviour problematic?
OHR++ was coming along well, but IM halted work on it due to lack of time and now to work on CP instead. I think it will go somewhere eventually though. _________________ "It is so great it is insanely great." |
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Inferior Minion Metric Ruler

Joined: 03 Jan 2003 Posts: 741 Location: Santa Barbara, CA
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Posted: Sun Apr 27, 2008 8:34 pm Post subject: |
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The Mad Cacti wrote: | andwhyisit wrote: |
OHRRPGCE runs nicely on Dosbox PSP, but running games, that's another story. A native port is a better option. |
Hmm? What's wrong with games? Is the game lumping/unlumping behaviour problematic?
OHR++ was coming along well, but IM halted work on it due to lack of time and now to work on CP instead. I think it will go somewhere eventually though. |
TMC is right. I have no intention of dropping OHR++. However, keeping the project up to date with OHR development combined with work, family life, and continuing CP development was leaving both projects at a standstill.
I had reached a nice stopping point (Battle System Implementation) in OHR++ and decided it was time to rewrite CP's heinous backend code and build a framework that it much easier for me to read, use, and maintain in the long run. Once the new CP rolls out, OHR++ development will continue. _________________
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Apr 28, 2008 7:24 am Post subject: |
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The Mad Cacti wrote: | Hmm? What's wrong with games? Is the game lumping/unlumping behaviour problematic? |
I am gonna guess that it is *really* slow. I always had a hard time making OHR-in-DOSbox run at full speed even on fast PC hardware, so I imagine that on a portable device like the PSP it will just crawl. |
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andwhyisit
Joined: 25 Apr 2008 Posts: 3
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Posted: Tue Apr 29, 2008 3:28 pm Post subject: |
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James Paige wrote: | The Mad Cacti wrote: | Hmm? What's wrong with games? Is the game lumping/unlumping behaviour problematic? |
I am gonna guess that it is *really* slow. I always had a hard time making OHR-in-DOSbox run at full speed even on fast PC hardware, so I imagine that on a portable device like the PSP it will just crawl. |
You guessed it! Slow for smaller games and the larger ones don't run at all.
I could attempt OHRRPGCE FMF with PSPKVM, see if that gives better results.
Inferior Minion wrote: | TMC is right. I have no intention of dropping OHR++. However, keeping the project up to date with OHR development combined with work, family life, and continuing CP development was leaving both projects at a standstill.
I had reached a nice stopping point (Battle System Implementation) in OHR++ and decided it was time to rewrite CP's heinous backend code and build a framework that it much easier for me to read, use, and maintain in the long run. Once the new CP rolls out, OHR++ development will continue. |
Then all we will need is someone to port it.  |
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