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rRootage v0.1

This is a discussion on rRootage v0.1 within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Here is a PSP port of Kenta Cho's shooter rRootage: You can get the binary file here Please mirror it ...

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Old 12-07-2005, 08:03 AM   #1

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Default rRootage v0.1

Here is a PSP port of Kenta Cho's shooter rRootage:


You can get the binary file here
Please mirror it since this server has a limited bandwidth.

***It is in early beta stage so it may be buggy***

!!!I am not responsible for any damage this program may cause to your console or you.

INSTALL:

1.5 firmware users:
copy folder from 1.5 folder in to ms0:/PSP/GAMES/ directory

1.0 firmware use EBOOT.PBP file from 1.0 folder; copy the date files from 1.5 subfolders

2.0: please check try it and let me know if it works with different launchers


PLAY:

You can also select the game mode from 4 types.
Press a special key to change the game mode.

. Normal mode
This is the standard game mode.
Your ship becomes slow while holding the laser key.
- Special -> Bomb
The bomb wipes enemyies bullets.
The number of bombs are displayed at the right-down corner.

. PSY mode
As your ship grazes a bullet,
the graze meter(displayed at the right-down corner) increases.
When the graze meter becomes full, the ship becomes invincible for a while.
- Special -> Rolling
This movement widen the range that the ship can graze.
While holding this key, the ship becomes slow.
If you want to move faster, tap this key.

. IKA mode
Your ship has two attributes, white and black.
All bullets also have these attributes,
and your ship can absorb bullets that has the same attribute.
Absorbed bullets are changed into lasers automatically.
- Special -> Attribution change
Change your ships attribute.

. GW mode
Your ship can use the reflector.
The reflector reflects bullets around your ship.
- Special -> Reflector
To use the reflector,
you have to hold this key until
the reflector meter(displayed at the right-down corner) becomes empty.
You can use the reflector only if the reflector meter displays 'OK'.

Control your ship and avoid the barrage.
Use the laser to destroy the battleship of the enemy.
You can cause more damage if you fire the laser close to the enemy.

When all ships are destroyed, the game is over.
The ship extends 200,000 and every 500,000 points.

CONTROLS:

[ARROWS/JOYSTICK] navigate ship/menus
[X / TRIANGLE ] fire/select
[SQARE/CIRCLE] BOMBS


Enjoy,

DENIS
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Old 12-07-2005, 08:08 AM   #2
 

 
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You know that looks cool! Ill try it out later! Thank you!

Also this makes me wish 2 games were ported...
"The last Einhander" which was a space shooter game like this, but you used various beer bottles for weapons.
and
"Pipedream" (Which has nothing to do with this game, but just triggered a memory how I noticed a simple pipedream hasnt been ported yet, hint hint)
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Old 12-07-2005, 02:26 PM   #3
 
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WOW, this is really Nice, I wish Kento Cho added more than one enemy at a time though..
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Old 12-07-2005, 03:25 PM   #4
 
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Good work! I've posted this on the blog. PM Malum or Garp for a free premium membership.
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Old 12-07-2005, 03:40 PM   #5
 
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Dont work with .85 eboot loader
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Old 12-07-2005, 03:48 PM   #6
 
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Seems like you enjoy making ports

I'm suprised this thread ( This one ) had no responses and I wasn't even aware that it was released :O I'm definetly going to check it out
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Old 12-07-2005, 04:59 PM   #7
 
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I enjoyed the computer version, and this looks nice.

But for some reason it keeps crashing on me in the main menu, I'm running it on a 1.50. Anyone know the reason?
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Old 12-07-2005, 05:03 PM   #8
 
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crashes on 1.5 o.o...and all i did was copy the folders. Hmm....
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Old 12-07-2005, 05:06 PM   #9
 
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The ship looks familiar to the one in NOIZ2SA, or you the author of that? ALso, great game, cant wait for a new release of this, and NOIZ2SA!!!!! They are both great! Great going, I love how you make games with tons of levels, and the music, in both games, rock! I really like levels 1, 4, 6, and 8 music is NOIZ2SA. You can say im a big fan of this PSP game!

EDIT: Doesnt crash on me, but i didnt RENAME the folders. Also, the game crashes when you use the EXIT button, and please incorporate a puase, that would be cool!
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Old 12-07-2005, 06:41 PM   #10
 
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This the same person who made warning forever? A port of warning forever would rock hard.

Last edited by chronoswing; 12-07-2005 at 10:49 PM..
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Old 12-07-2005, 06:46 PM   #11
 
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Talking

ONe of the best LOoking games so far (homebrew wise) Lookin good it is very fun and addictive
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Old 12-07-2005, 08:07 PM   #12
 
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Okay, I downloaded and renamed, Never had a problem with crashing, didnt crash on exit, didnt crash after an HOUR of abuse...GREAT GAME, also I was wondering, I know that you might want to keep your porting trick a secret, or maybe you don't.... but what are you changing in the Binary WIN 32 code, or are you using the UNIX source?
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Old 12-07-2005, 08:53 PM   #13
 
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Okay, I take that back, there was one crash when attempting to run PSY mode, I worked around it using the triangle button however
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Old 12-07-2005, 09:11 PM   #14
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doesnt work on 0.8 loader either.
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Old 12-07-2005, 09:24 PM   #15

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sumpaintballer41: I used Kenta Cho's C/C++ source code (included with original PC game distribution. It is using SDL/OpenGL which are pretty platform independant...
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Old 12-07-2005, 09:35 PM   #16

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BTW, while I am working on performance optimizations, you can make the game run faster (which is useful at later stages) by disabling the ogg playback.
To do so, try to turn off & on the console while in the game. Or, remove/rename one of the ogg files in the sounds directory...
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Old 12-07-2005, 10:41 PM   #17
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Quote:
Originally Posted by deniska
sumpaintballer41: I used Kenta Cho's C/C++ source code (included with original PC game distribution. It is using SDL/OpenGL which are pretty platform independant...
You're pretty bold to claim this as your own port. The truth is that I ported it, and you simply pulled it from pspdev SVN, changed the resolution from 320x240 to 480x272, and remapped a few buttons. You weren't even clever enough to adjust the code so that the ship could reach both sides of the screen in 480x272 mode.

Anyway, as proof that I ported rRootage to PSP, here's a link the source code directory in pspdev SVN. Here's the list of changes, it's odd that your name doesn't appear anywhere. As further proof that all you did was compile the source and put your name on it, I've applied your changes (that you copied and pasted from my noiz2sa port) and added pause functionality via the Start button (SVN log).

The very least you could've done was credit me as the one who ported it. Now let it be known that you are a fraud, and have contributed nothing to the scene.
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Old 12-07-2005, 10:54 PM   #18
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I've put the EBOOT with the aforementioned changes at http://psp.jim.sh/mrbrown/rRootage-EBOOT.zip (thanks to jimp for hosting). Since I feel like I've been forced into releasing this the proper way, I'll post some more updates a bit later.
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Old 12-08-2005, 03:12 AM   #19
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Default rRootage for PSP v1.0

I've just released rRootage for PSP v1.0. Get it at http://psp.jim.sh/mrbrown/rRootage_PSP-1.0.zip. From README.PSP (included in the archive):
Quote:
rRootage for PSP
v1.0
--

I N F O

This is a port of Kenta Cho's addictive PC shooter, rRootage
(http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html).


I N S T A L L

1.0 & 2.0 users: Copy the 1.5/rRootage directory to /PSP/GAME/. Copy
1.0/EBOOT.PBP to /PSP/GAME/rRootage/.
1.5 users: Copy the 1.5/rRootage and 1.5/rRootage% directories to /PSP/GAME.


P L A Y

Press Start to begin a new game. Use the analog or directional pad to steer
the ship, use X (or Triangle) to fire, and use O (or Square) to activate your
Special.

See readme_e.txt for additional information on gameplay.

Press Select to toggle music playback.

Press L + R to take a screenshot. Screenshots are stored at the root of the
memory stick.

Select Q (the bottommost menu item) and press Start to exit to the PSP browser.


B U G S

Screenshots don't work on 1.0 or 1.5 PSPs due to a bug in PSPGL's
glReadPixels().

There are a few graphical differences from the PC version due to missing
features in PSPGL. The differences should not affect gameplay.


M I S C

The full source code for rRootage lives in the pspdev Subversion repositiory at
svn://svn.pspdev.org/pspware/trunk/rRootage.

--
Port contributed by Marcus R. Brown <mrbrown@ocgnet.org>
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Old 12-08-2005, 07:42 AM   #20

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Quote:
Originally Posted by mrbrown
The very least you could've done was credit me as the one who ported it. Now let it be known that you are a fraud, and have contributed nothing to the scene.
to mrbrown: please stop accusing me of fraud and incompetancy.

As to my contriution to the scene and all:
1) Look up release dates for my initial NOIZ2SA port & it's source. It's far before another NOIZ2SA was checked in to SVN on p2sdev. (and I am not accusing anyone of fraud ;-) BTW, my NOIZ2SA version runs much better ;-)

2) I did a port of Dodgin' Diamonds - was it aslo stolen from you or your buddies?

3) Lookup PSP forums on different sites - you'll find my messages talking about rRootage porting and progress from about a month ago...
rRootage and Noiz2sa are probably the most straight forward games in terms of porting so don't think that you were the only one who got this port idea and everyone else stole it (or code) from you.
(BTW, I am workign on Rise of Triad port, which is already kicking..so when it comes out please don't tell me it was stallen from you, just because you deside to do a public check in on some source control server ;-)

4) Should you've been given credit? If you contributed to PSPSDK/SLD/PSPGL/libTremor development then probably yes!!
But then I should mention all other people who worked on these libraries as well as development of Cygwin (that I used) and Windows XP.. and so on ;-)

Seriously, I am not here for fame and glory..
I just do it for fun as a hobby, and if I am going to get feedback like this I am afraid I am going to keep my projects to myself...
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Old 12-08-2005, 08:32 AM   #21
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It only took a simple check using the disassembler and strings to see that you used rRootage from pspdev SVN verbatim. All you did was copy the PSP button code I added to my noiz2sa port, and changed the resolution. Funny how your release conincides to several hours after rinco checked in a fix that prevented users from playing past the first boss (and crashing on the main menu).

I've taken over rRootage releases, and if you had anything useful to add you would've done it in your 0.1 release, but you had to get something out before someone else could claim they did it. Now you have the audacity to claim you've been working on a seperate rRootage port alongside mine. Just be a man and admit that this is what you did - compile the SVN source and slapped your name on it. If you didn't, then kindly post a link to the source you used, and we'll see if it compiles to the 0.1 release EBOOT you posted.

noiz2sa: Your port runs better because you clock up to 333Mhz. I don't clock up as a matter of principle. I can bet that if you try to release rRootage as your own again, you'll have that as an included 'fix'.

I don't care about anything else you've worked on, and as far as that goes, I don't know you and I don't want to know you. I've posted in this thread to set the record straight, future updates will be posted elsewhere.
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Old 12-08-2005, 10:32 AM   #22

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to mrborwn: You did a difference check? Ha? what were you expecting to find? If you did not re-write the entire API, then of course it will probably be just a few lines difference.. It's a freaking port - so you just tweak what's not working. (psp-addr2line would give you the line number ;-) Besides, most of the brain storming was in tweaking to my local pspgl & sdl versions...(sorry,but I don't submit to public source control engines).. BTW, "your" version itself as it stands (now that I looked at it) is only a few lines away from original Kenta Cho's src..so don't flatter yourself and credit with a huge accomplishement ;-)

As I said earlier, I don't care about the credits for this.. so if you want all the "fame" by all means GO AHEAD! (I hope you'll have the brains and time to make a GOOD psp version out of it.. I know for sure, any kid would chose my version of NOIZ2SA with tate and graphics over slow pspdev one-to-one svn version..)

So it's all yours ;-)
Just stop acting like a 13 year old and accusing me.
Try to be a man yourself, and be a bit more respectful of others.


DENIS

PS: Please do not reply too this as there is no need to disscuss it further.
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Old 12-08-2005, 12:18 PM   #23
 
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I support you Denis, this fool just thinks he is the master coder because he can port something to PSP. Which like you said doesn't take more than few added lines of code and optimization. Any halfwit with enough C++ knowledge can port code to another platform. I don't beleive that Denis stole anything, he's been releasing great ports for awhile now. Your acting like a little brat because someone had the same idea as you. There is no reason to accuse someone of "Stealing" your source when in fact it was never your source to begin with, last I checked this game was written by Kenta Cho not mrbrown.
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Old 12-08-2005, 12:21 PM   #24
 
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Please, no one get involved in this at all...that involves you Chrono. This is something those two need to settle out and the way Denis's language is...well..no comment. Do not call other users 13 yr olds..that implies that you are of a young age as well (even if you are not)....
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Old 12-08-2005, 12:26 PM   #25
 
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...[mod edit] Do not fuel the fire

[MY EDIT] Hey sorry mod, but can at least keep this though? Just search for NOIZ2SA mrbrown, and see what i am talking about. I didnt mean to be rude, or "fuel the fire"

Last edited by Master Inuyasha; 12-08-2005 at 12:32 PM..
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Old 12-08-2005, 01:04 PM   #26
 
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Quote:
4) Should you've been given credit? If you contributed to PSPSDK/SLD/PSPGL/libTremor development then probably yes!!
Looking through here, he does deserve credit as he contributed to all of the above
http://svn.ps2dev.org/listing.php?re...%2F&rev=0&sc=0

I could care less who is wrong or right, but being familiar with mrbrown's contributions, I must say he's done alot for the ps2 and psp homebrew scene and he has done enough to earn respect from alot of the scene's programmers.
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Old 12-08-2005, 02:26 PM   #27

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Guys, can we drop this?
I am not saying that mrbrown does not deserve a credit for his work.
Him and all other hundreds developers involved in work on PSPSDK/numerous libraries/LINUX/CYGWIN etc. With out all these pieces this port would never see the light. But should I list every singe individual every time I create a "hello world" program? ;-) (if you have the list, I'll attach it to my next release/project.

I just don't want him or anyone saying that I am dumb and can't write my own code... I've done programming in different languages/platforms (starting with ZX spectrum :-)) for at least 15 years (last 8 commercially).
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Old 12-08-2005, 02:42 PM   #28
 
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I agree, this is going to go nowhere. Just post some bugs/ the good/bad about this game, some user feedback. Well, the game rocks, but as I said before, could do with some kind of pause
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Old 12-08-2005, 10:06 PM   #29
 
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YHBT.YHL.HAND

BOOYEAH, haha

Nice game, and Dennis, thanks for giving it to updates, I would have never seeen it on PSP sdk blahgodknowswhat HAHA

Thanx both of you, sweet game and Dennis can you release your source, psp-addr2line comes up with an error in PSY mode, I think its a quick fix.
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Old 12-09-2005, 06:46 AM   #30

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If you want to contribute to development and debugging this thread will get you up to speed:
Port Tutorial - rRootage example

Make sure your executable is compiled & linked with "-g" flag.
Now, when you get the "blue" screen, you can use psp-addr2line and/or other debugging tools to point you to the offending line of code... ;-)
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