[Scummvm-devel] ScummVM PS2 : news
sunmax at libero.it
sunmax at libero.it
Sun Feb 15 17:09:26 CET 2009
Hey-la ScummVM friends,
nice to see so many ideas and involvement in the last few days!
here come some PS2 news:
- We will likely have a PS2 backend + binary package
by Feb 28th, I will miss the code freeze though
(gotta be cause it's 35 C outside ;-)
I will try to run so many games/tests as possible
before call it a release, in doubt it will wait
for 0.13.1, but that would be my very last option.
- As usual what's dragging the release back are issues
with files on different media (MC, USB, HD, remote),
the solution was kinda hacked in 0.11.0 and 0.12.0
that's why I never committed it to HEAD. Since we
had a major redesign of ScummVM files handling,
I was aiming to cleanly rewrite the PS2 part too.
If this should not timely fit before Feb 28th, we
always have the old hack [which is reported to work
on all media] ;-)
- There are couple of other factors that makes sometime
of the PS2 backend a Cinderella port:
- older tools set : eg. compiler, which ICEs and needs
workaround
- bogus drivers : eg. IRX, that force us to compensate
their quirks inside ScummVM
- multiplicity of media : games on PS2 can be started
from CD/DVD, USB, HD, remote. On a PC it does not
make much difference cause all of those resources
are well abstracted behind the OS, but on the PS2
are quite different creatures with a lesser level
of abstraction.
- multiplicity of exploits : ie. of tricks available
to let you run homebrew apps omn PlayStation2
If we just take the last 2 factors into consideration,
every time I make some changes to a subsystem shared
between the different media (mostly file handling),
we need to re-test on -all- of them per each game
(or at least engine).
Now, since different exploits come with some drivers
preloaded, we not only have to test on different media,
but "each media" X "each exploit" X "game", cause the
media might (and does) behave differently depending on
what the exploit has already loaded before we start
ScummVM.
So you now have a clearer idea of the permutations ;-)
My plan, and something I have been working a few weeks
last year, was to have a no-exploit setup which would
be our official setup, everything else still checked
of course but proportionally to popularity of the
exploits, time available, etc.
It all boiled down to a compromise solution where you
can run homebrew apps (and so ScummVM) on a non-modded PS2,
-but- you will need to save a special file on the MC, in
a way that you can only do that on an exploited PS2...
As I said, it's a compromise (and needs quite some polishing
too), but it's the closer I could get to an ideal scenario.
Said that, I like challenges, so I am delighted to
be working on PS2 ScummVM!
Let me go back to it now ;-)
Ciao,
-max
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