I'm the developer of Superfluous Returnz, and I just came across your port for PS Vita. I have to say, it's both unexpected and pretty cool! I had no idea it was possible to run this kind of game on PS Vita.
Out of curiosity, I have a few questions:
Is the console recognized as a controller, or do you have to use the touch screen? Theoretically, the game can be played with a gamepad (and I've even included Playstation symbols for the buttons), which would be handy in this case.
You wrote that the full game eventually runs out of memory: do you know what it would take to solve this? Is there a specific part where the game crashes? From what I've understood, you're using the decompiled assets, which should already be less memory intensive, but there might be a specific room that loads too many sprites/sounds at a time.
Sadly I don't have a PS Vita to test this, but anyway, nice work :)
Hi,
Vita has a pretty florish homebrew scene with a very mature SDK allowing for those kind of projects to run on it.
The Vita buttons are mapped to a controller in our SDL2 port. The game detects it as having a controller AND touch (This honestly causes some weird behaviour in which UI seems to swap between the two from time to time).
Full game runs out of memory I guess cause of assets being relatively heavy for Vita RAM (we have approximately between VRAM and RAM something like 450MB which pool is used also by underneat OpenGL wrapper used by SDL2 internally for textures, framebuffers, etc). Another thing I noticed is that the game ends up allocating a big amount of framebuffers (I don't really know in which instance SDL2 does create one internally but it definitely ends up filling a lot of the available mem). In order to even make full game launchable, I had to compress all textures in PVRTCII 4bpp. I also tried to downscale them but the engine doesn't like that and renderer gets messy:
One thing that would be nice to have is a mechanism for clearing assets cache (assuming game caches assets in-between scenes transitions). An example for this is Thimbleweed Park that has a function that can be called to purge cache from all currently unused assets (This will make scene transitioning slower since assets will need to be reloaded but at least allows the game to run on more mem constraint devices).
Hi,
I'm the developer of Superfluous Returnz, and I just came across your port for PS Vita. I have to say, it's both unexpected and pretty cool! I had no idea it was possible to run this kind of game on PS Vita.
Out of curiosity, I have a few questions:
Is the console recognized as a controller, or do you have to use the touch screen? Theoretically, the game can be played with a gamepad (and I've even included Playstation symbols for the buttons), which would be handy in this case.
You wrote that the full game eventually runs out of memory: do you know what it would take to solve this? Is there a specific part where the game crashes? From what I've understood, you're using the decompiled assets, which should already be less memory intensive, but there might be a specific room that loads too many sprites/sounds at a time.
Sadly I don't have a PS Vita to test this, but anyway, nice work :)