Forum Thread
Search
by member
  Posts  
UT99 For PSP (Forums : Handheld Gaming : UT99 For PSP) Locked
Thread Options 1 2
Apr 18 2009, 2:41am Anchor

i Love the origonal UT game and the origonal Unreal and i have allways wanted to play it on the psp
 Could We???
The specs are allright
PSP Specs

  • CPU: PSP CPU (System clock frequency 1~333MHz)
  • Main Memory: 32MB
  • Embedded DRAM: 4MB

UT requirements (Minimum)

  • CPU: 200 MHz
  • RAM: 32MB
  • Disk Space: 605MB

So the requirements arent very stable but i know i have been able to crank down a game to play on a really low system
and who needs great graphics when there gonna be wasted on a tiny screen

Theres one downfall to this idea the unreal engine would be very hard to port to the psp ;(
it would be awsome so could anyone do it???

_DiamonD_
_DiamonD_ Gotta' love em' Trolls.
Apr 18 2009, 3:20am Anchor

I've seen people run FF7 on the PSP. UT99 doesn't really use that much to run. Heck, I ran it fine on my ancient Windows 95.

Apr 18 2009, 11:32pm Anchor

alot of the time they say the minimum but its not i know some one who got ut2004 working below a 730MHz processor

frosty-theaussie
frosty-theaussie Sonny Jim
Apr 27 2009, 10:05pm Anchor

kinda hard to port it without the source code

--

User Posted Image

ambershee
ambershee Nimbusfish Rawks
Apr 27 2009, 10:10pm Anchor

I swear I've seen you post this several times elsewhere?

Apr 28 2009, 1:49am Anchor
ambershee wrote:I swear I've seen you post this several times elsewhere?

no i havnt really been active up till a couple of months ago and this is definitly the first time that ive posted this up

i think i only have like 3 threads ive ever made

frosty-theaussie wrote:kinda hard to port it without the source code

did epic games ever realease a source engine???

Sigma
Sigma Resident Stepmania Freak :D
Apr 28 2009, 2:10am Anchor
Shadow-Marine wrote:
ambershee wrote:I swear I've seen you post this several times elsewhere?

no i havnt really been active up till a couple of months ago and this is definitly the first time that ive posted this up

i think i only have like 3 threads ive ever made

frosty-theaussie wrote:kinda hard to port it without the source code

did epic games ever realease a source engine???


you mean source code to the engine :p
and no they didn't they only released the uscript source to the game

--

Looking for musicians for unannounced project, PM me for further details :)

leilei
leilei The person who doesn't like anything
Apr 29 2009, 1:24am Anchor
Shadow-Marine wrote:i know some one who got ut2004 working below a 730MHz processor

UT2004 can "work" on a 233MHz Pentium II, doesn't necessarily mean it'll be playable, unless you have a Geforce2 or Radeon9x00 in there.

The 'ports' of games you see for PSP i.e. halo psp are practically bootleg demakes on other engines.

Also the PSP uses a different CPU architecture so the cycles-per-clock on the frequency is not matching with the x86 processors you are familiar with.

Edited by: leilei

notoriginal
notoriginal Modeller
Apr 29 2009, 2:39am Anchor

I'd say read up on Solitude, or ask them to tell you how they are doing it. I think they are using a quake engine that has been ported to the psp.
So you could also try to recreate UT99 from the ground up and use that quake engine to build UT99 on a psp. But you should not call it unreal tournament for legal issues.

ambershee
ambershee Nimbusfish Rawks
Apr 29 2009, 10:55am Anchor

I'm still baffled as to how you'd control the game with so few buttons.

notoriginal
notoriginal Modeller
Apr 29 2009, 12:07pm Anchor

There are plenty, Solitude manages and that's also a shooter.

ambershee
ambershee Nimbusfish Rawks
Apr 29 2009, 12:32pm Anchor

Neither solitude nor Halo have multiple fire modes, and complex movement, nor a heavy reliance on z-axis gameplay. How on earth are you supposed to, as an example, use the rocket launcher, when it can a) fire normally, b) load and fire up to three rockets in a broad arc, c) load and fire up to three rockets in a spiral, or d) load and fire up to three grenades? I also dread to think how you're supposed to deal with things like shock combos.

notoriginal
notoriginal Modeller
Apr 29 2009, 12:54pm Anchor

A) press fire button (x button)
B) press fire button longer to load all three, release button to fire in an arc (x button)
C) press fire button longer to load all three, release and press other button to fire in spiral  (x button then square button)
D) press fire button longer to load all three, release and press other button to fire grenades (x button then circle button)

So as you can see, the psp has plenty of buttons to manage stuff like that. They might not look natural to you, as a pc gamer. But why shouldn't it work?
If someone would ever try to make it and come to the conclusion it doesn't work out at first. They can always compromise and not include some features at first.

Edited by: notoriginal

Gibberstein
Gibberstein Generic Coder Type Thing
Apr 29 2009, 3:58pm Anchor

Won't you need one of those other buttons for jumping?

Also, speaking of jumping, good luck making hammer/rocket jumping work elegantly without a mouse, although that's not unique to trying to do it on a PSP. It sucks on fullsize consoles too. 

--

"lets say Portal is a puzzle game, so its a rehash of Tetris"
- Wraiyth points out the craziness of stereotyping games by their genre

ambershee
ambershee Nimbusfish Rawks
Apr 29 2009, 4:54pm Anchor

You also need to crouch, switch weapons, dodge. Six buttons isn't enough ;)

notoriginal
notoriginal Modeller
Apr 30 2009, 2:39am Anchor

Yes it will be hard mapping every movement. But like I said, you can just not implement certain features to make it much easier.

I'm not a fan of shooters on consoles or handhelds, by far. But I do support someone that would try to create something like that.

ambershee
ambershee Nimbusfish Rawks
Apr 30 2009, 3:22am Anchor

Well, for starters, you'd have to drop the ability to look up and down. You'd have to have one button to annoyingly cycle through all the weapons (I have the sniper rifle, but now I want the rocket launcher - tap,tap,tap,tap,tap,tap,tap,tap,tap). Now that you can't look up and down, you'd have to remove weapons with lobbed projectiles, since they can no longer be controlled (Biogun, Flak Cannon, Rocket Grenades). You'd have to remove dodging.

For all it's worth, you might as well just make a new shooter, because it won't port well, and you'd have to write it from scratch anyway.

notoriginal
notoriginal Modeller
Apr 30 2009, 4:39am Anchor

Yes most likely it wont port just like that. But in any case, it is possible and that was the question. There is no point in creating a new game, he is not interested in a new game.

He wants something like UT99 on the psp. If he wants to try it, although it most likely would fail because by taking out features it won't feel like UT, then I say go for it.

My initial keymapping would be
- left and right arrow keys: switch weapons
- down arrow key: jump (?)
- analog stick: rotate view
- left upper corner tab: move forward
- right upper corner tab: move backwards
- left + right upper corner tab: jump (?)
- x button fire weapon
- o button fire alternate

this leaves out square, triangle and up arrow key.

Although it might not make sense to you, and perhaps this mapping sucks because I can't test it out, it does not matter. The point is that is it possible, most probably with restrictions.

Creating a new game would be a better solution indeed.

Apr 30 2009, 9:12am Anchor
Sigma wrote:
Shadow-Marine wrote:
ambershee wrote:I swear I've seen you post this several times elsewhere?

no i havnt really been active up till a couple of months ago and this is definitly the first time that ive posted this up

i think i only have like 3 threads ive ever made

frosty-theaussie wrote:kinda hard to port it without the source code

did epic games ever realease a source engine???


you mean source code to the engine :p
and no they didn't they only released the uscript source to the game



woops   to much half life 2 lol :D

DeathCaller wrote:I'd say read up on Solitude, or ask them to tell you how they are doing it. I think they are using a quake engine that has been ported to the psp.
So you could also try to recreate UT99 from the ground up and use that quake engine to build UT99 on a psp. But you should not call it unreal tournament for legal issues.


 i have been folowing them they have been using the quake z engine (looks awsome by the way) this is where i got the thought

ambershee wrote:Well, for starters, you'd have to drop the ability to look up and down. You'd have to have one button to annoyingly cycle through all the weapons (I have the sniper rifle, but now I want the rocket launcher - tap,tap,tap,tap,tap,tap,tap,tap,tap). Now that you can't look up and down, you'd have to remove weapons with lobbed projectiles, since they can no longer be controlled (Biogun, Flak Cannon, Rocket Grenades). You'd have to remove dodging.

For all it's worth, you might as well just make a new shooter, because it won't port well, and you'd have to write it from scratch anyway.



youve never played coded arms have you or even quake on the psp 
i am pretty damn fast in quake on the psp (dosent beat pc though)
remember just a thought not a project

DeathCaller wrote:Yes most likely it wont port just like that. But in any case, it is possible and that was the question. There is no point in creating a new game, he is not interested in a new game.

He wants something like UT99 on the psp. If he wants to try it, although it most likely would fail because by taking out features it won't feel like UT, then I say go for it.

My initial keymapping would be
- left and right arrow keys: switch weapons
- down arrow key: jump (?)
- analog stick: rotate view
- left upper corner tab: move forward
- right upper corner tab: move backwards
- left + right upper corner tab: jump (?)
- x button fire weapon
- o button fire alternate

this leaves out square, triangle and up arrow key.

Although it might not make sense to you, and perhaps this mapping sucks because I can't test it out, it does not matter. The point is that is it possible, most probably with restrictions.

Creating a new game would be a better solution indeed.



yeah your right cant have ut without trick jumping or faster pace
just a thought not a project

leilei
leilei The person who doesn't like anything
Apr 30 2009, 1:59pm Anchor
DeathCaller wrote:
So you could also try to recreate UT99 from the ground up and use that quake engine to build UT99 on a psp. But you should not call it unreal tournament for legal issues.

no, likenesses are copyright issues as well. You can't directly rip off UT99 down to the art and sound and call it REAL CHAMPIONS or so. Duplicating copyrighted assets is a nono at any cost, plus does it really hurt to be original? (See: OpenArena, where the game code is pretty much Q3 as provided in the GPL source package, but everything else is made from scratch and also under GPL, over loosely inspired but non-derivative designs)

And yes, i am aware of Solitude, and yes, Quake is capable of Unreal-like gameplay with secondary triggers, though the dodging thing would be hard to do, as well as crouching (having to modify BSP for a different hull size for the crouched player).
Controlling wouldn't be feasible on a handheld. FPS on handhelds is like s&m without the pleasure.

Edited by: leilei

notoriginal
notoriginal Modeller
Apr 30 2009, 3:19pm Anchor

This thread is not about being original, this thread is about asking someone if they know of or could port ut99 to the psp.

leilei
leilei The person who doesn't like anything
May 1 2009, 2:24am Anchor

But why? What would be the point to take the big risk in copyright infringement? Showing it off in ghettos and schools YO I GOT UT ON MY PSP I AM COOO*PUNCH IN FACE* YOU DORK you need to get JUICED really there is no point to showcase the copy and paste abilities

Edited by: leilei

notoriginal
notoriginal Modeller
May 1 2009, 3:51am Anchor

If it was just copy paste, why have this thread?
The title of this thread sais it all "UT99 for psp" what did you expect? If you want originality, find it somewhere else.
Don't hijack this thread and just deal with the fact that he wants to play ut on his psp, for whatever reasons.

May 4 2009, 12:20am Anchor
leilei wrote:But why? What would be the point to take the big risk in copyright infringement? Showing it off in ghettos and schools YO I GOT UT ON MY PSP I AM COOO*PUNCH IN FACE* YOU DORK you need to get JUICED really there is no point to showcase the copy and paste abilities

now who said i actually wanted to do this
i was asking if it was possible because then i could get into coding and porting and find out what the PSP's bounders are
i never said i could run or if i even wanted it to run
im more of a quake person and almost evryone in my whole school dosent no what ut or quake is
who give you the right to come into MY thread and make a fight out of the whole idea and going off topic

Matuka628
Matuka628 I defy the law's of gravity.
Jul 14 2009, 8:16am Anchor

The idea of UT1999 on a PSP is very plausible, especially since it's possible to run firmware on the PSP to use your PSP screen as a monitor for your PC... However you require your PSP to be linked up to a USB port on the PC via cable...

I would first off start by using the Quake engine and heavily modifying it to be more like the Unreal engine, after that, you'll want to get the key-map down, which'll be hard, but I believe the PSP has a <^> pad on it too?(Anyone get what Im saying), if you triple tap on one of them you dodge to the direction specified...

After that you'll want to crouch, again, this can be done by that keypad I mentioned... Just using the down arrow(?), I believe Call-Of-Duty 4/WaW on the Nintendo DS had this, so it may be possible to detect the double/triple tap of the arrows in the source code...

Also the best thing about using the Quake Engine is that ID-TECH3 is currently free for indie's to use(Atleast that's what wikipedia says!)
En.wikipedia.org

The idea seems simple and can be exucuted perfectly, aslong as the team(if any) manage to follow some simple rules that are not optional when doing indie game dev...

See more about retaing a great indie team @ Devstorm.phpbbnew.com

--

Im burning through the sky, 2000º! That's call me Mr.Farenheight, I travel at the speed of light.

Reply to Thread

Only registered members can share their thoughts. So come on! Join the community today (totally free) and join in the conversation.