Hello PSP!
Quite sometime ago i decided to port Dulsion to PSP, after all with the new platform layer, and MRI (Multiple Renderer Interface) renderer investments, things became much easier than Mirage’s days when it comes to support any additional platforms.
Unfortunaly due to moving countries there are some devices i had to leave back home, i can’t carry or import everything! One of those was the PSP devkit that i did not anticipate that i’ll ever need in a side project few years ago, but here we come and i needed it recenlty. Of course can always use an emulator on the dev PC (Windows or Linux), but i always like the feel of the controller or device in my hand, and one of the good candidates was testing on an Anbernic device (still through emulator too, but it is something i can take on the go, and it can feel like a PSP, still can’t match a real PSP).
The rendering in the engine happens through the PSP rendereing API —gum— and all other platform spesific calls done the same way through the PSP SDK and Sony’s PSP API (io, users, save, display, audio, debugging, threading, kernel calls,…etc.), and final executables generation (*.elf and *.pbp) are done through the PSP SDK & tool chain through Mingw’s G++ (VS Code project generated through cmake presets similar to what mentioned in this XBOX OG post).
While it is looking cool, but nothing so far further than launching the engine and booting some systems such as graphics, and run only the basic samples such as triangles (things that doesn’t involve much assets), but because the content need a new pipeline the fits PSP requirements, so things such as Sponza (mesh & texture) or audio files can be optimized and converted to a proper format that can run smoothly on such hardware(or hardware emulation). Yet no asset pipeline in Delusion for PSP as target (and i doubt it will be a priority right now), but the target platform kinda running now!
-m







