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program to transfer files from one PSP to another via infrared.
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Abuse

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Re: Abuse

Postby toBsucht » Sun Feb 27, 2011 9:40 am

yes i downloaded the fraps pack but clicking four links or more to get one hb to work isn´t fun. Why don´t u tell the forum were we should place the shareware "dir" :P or uploading a littel playabel demo.

Why don´t u share a singed pspdip @ your jjs.software site. Have a nice day! Questions, questions, questions! Thiere is no need to answer :twisted: just do it!
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Re: Abuse

Postby m0skit0 » Sun Feb 27, 2011 12:15 pm

Yeah, Abuse, great game, lots of fun. Thanks JJS, nice work as usual ;)
I wanna lots of mov al,0xb
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Re: Abuse

Postby kidz axe » Sun Feb 27, 2011 1:19 pm

LOL, i when i first saw the topic name, i was like WTF! JJS is WHINGING???
Anyways, very AWESOME port..loving it :!:

EDIT: lOLcats, at the startup it says "its the year 2009", how sad, they mustve though its the future right about 2 years back... :lol:
:)
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Re: Abuse

Postby dauphin327 » Sun Feb 27, 2011 3:07 pm

Woah,Just played the game it looked awsome,Hmm does this game can be signed xD
Spoiler
????? Eat My Balls

I'm The King ? ?

____??????????? M ?????
-__??????????????????????
-__????????????????????
????????????????????????
????????????????????????
-__????????????????????
-__?????????????????
_____?????????????
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Re: Abuse

Postby superbum » Mon Feb 28, 2011 4:40 am

How would I go about swapping the movement keys around? This game is awesome but the controls feel kinda weird IMO, I would like the use the analog nub to move instead of aim and the x,o.. etc buttons to aim. I know the source code is provided so how would I go about changing that? Any help is appreciated.
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Re: Abuse

Postby JJS » Mon Feb 28, 2011 10:34 am

I made the control scheme like this because the game is designed to be controlled with the mouse. Substituting that with the analog stick already puts you into a disadvantage and completely giving up control about the cursor movement speed and being limited to 45 degree directions seemed not like a good idea.

Therefore changing the cursor control will be more involved than just swapping out some variables because I made no provisions for that. Anyway, you have to look into /src/sdlport/event.cpp. The way the mouse is emulated is by having a thread constantly generate joystick events. Those are caught by the event loop and translated to mouse movement events for the game logic. This is done because of the fundamental difference between a mouse and a joystick: no mouse event means that the mouse doesn't move whereas no joystick event only means that the joystick position is not changed. But if it is held offcentre a constant movement should be produced.
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Re: Abuse

Postby wololo » Mon Feb 28, 2011 1:44 pm

OMG! I spent hundreds of hours on that game when I was a kid, thanks a lot!
I have a few US PSN codes to sell for a reasonable price (cheaper than pcgamesupply). PM me if interested, 1st come 1st serve basis..

Looking for guest bloggers and news hunters here at wololo.net, PM me!
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Re: Abuse

Postby dauphin327 » Mon Feb 28, 2011 1:52 pm

xD this should enter into the PSP Genesis Competition
:D
Spoiler
????? Eat My Balls

I'm The King ? ?

____??????????? M ?????
-__??????????????????????
-__????????????????????
????????????????????????
????????????????????????
-__????????????????????
-__?????????????????
_____?????????????
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Re: Abuse

Postby JJS » Thu Mar 10, 2011 1:28 pm

Small update:
Changelog for R1 wrote:- Switched playback code to SDL_mixer
- Added support for WAV file music
- Increased the amount of concurrently playing sound effects to 50 (this essentially removes the limit)
- Reactivated audio panning, sound effects are now played in stereo

The music from Abuse is originally in midi format (HMI), it must be converted to WAV to be used in this port. Winamp can do this (together with Timidity if you want higher quality sound).

Initially the switch to SDL_mixer was easy since the API is straightforward. But of course I did spend the most time tracking down a bug in WAV music playback in SDL_mixer (two line patch is included). Also SDL was changed to use sceAudioSRC* instead of sceAudio* to get rid of the 11 kHz -> 44 kHz upsampling because that was killing performance when a large number of channels had to be mixed together. That patch might be interesting for other projects too that natively want a lower sample rate than 44 kHz.

Download link is in the OP.


Edit:
vvv Yes, this was never intended as a contest entry. When you like the game, it is due to the effort of the original developer. That you can now play it on the PSP is for the most part due to the great SDL port. My contribution is rather small really. vvv
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Re: Abuse

Postby m0skit0 » Thu Mar 10, 2011 3:36 pm

dauphin327 wrote:xD this should enter into the PSP Genesis Competition

Nope, it's not an original game, it's a PORT.
I wanna lots of mov al,0xb
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