scummvm/backends/platform/psp
Yotam Barnoy e47e474cff PSP: rewrote input code and added an input mode
The old input code was getting too messy. A redesign made it easier to modify and add several modes and combos, including one for 1st person games which benefit from a different control scheme. A combo switches between the modes. I also added directional support while the virtual keyboard is visible, using the nub. This allows moving around in the text in some games, and moving the character while typing for others (e.g. AGI)

svn-id: r53042
2010-10-06 21:26:45 +00:00
..
kbd Strip trailing whitespaces/tabs in documentation files too. 2010-01-25 01:53:32 +00:00
audio.cpp PSP: Factored out thread creation routines into PspThreadable class. 2010-08-03 12:29:08 +00:00
audio.h PSP: Factored out thread creation routines into PspThreadable class. 2010-08-03 12:29:08 +00:00
cursor.cpp PSP: added option for render by callback and fixed up and cleaned up debug mechanism. This allows for about 4% speedup since we no longer need to wait for VSYNC in our main thread. I'll activate it as soon as I've tested it out properly. 2010-05-17 07:22:26 +00:00
cursor.h PSP: rewrote input code and added an input mode 2010-10-06 21:26:45 +00:00
default_display_client.cpp PSP: added option for render by callback and fixed up and cleaned up debug mechanism. This allows for about 4% speedup since we no longer need to wait for VSYNC in our main thread. I'll activate it as soon as I've tested it out properly. 2010-05-17 07:22:26 +00:00
default_display_client.h add const keyword to some methods 2010-04-12 10:19:35 +00:00
display_client.cpp PSP: Split up PspMemory class. 2010-09-20 14:09:39 +00:00
display_client.h PSP: rewrote input code and added an input mode 2010-10-06 21:26:45 +00:00
display_manager.cpp PSP: moved VramAllocator to display_manager.cpp. 2010-09-20 14:05:32 +00:00
display_manager.h PSP: moved VramAllocator to display_manager.cpp. 2010-09-20 14:05:32 +00:00
elf32.h PSP: Fix code formatting using astyle 2010-04-12 07:28:54 +00:00
icon0.png use new ScummVM logo (with capital S) 2009-10-12 19:30:33 +00:00
input.cpp PSP: rewrote input code and added an input mode 2010-10-06 21:26:45 +00:00
input.h PSP: rewrote input code and added an input mode 2010-10-06 21:26:45 +00:00
kbd.zip PSP: Replaced virtual keyboard and cleaned up makefiles in the process. 2009-11-24 10:33:30 +00:00
main_prog.ld PSP: experiment to help resolve flicker bug 2009-12-02 20:25:01 +00:00
Makefile PSP: removed strict-aliasing 2010-09-01 12:56:34 +00:00
memory.cpp PSP: switch from wrapping memcpy to defining our own memcpy 2010-09-20 14:10:44 +00:00
memory.h PSP: switch from wrapping memcpy to defining our own memcpy 2010-09-20 14:10:44 +00:00
module.mk BUILD: Unify how MODULE_DIRS is computed for backends 2010-07-29 13:03:21 +00:00
mp3.cpp PSP: ME MP3: cache stereo status 2010-09-25 20:38:40 +00:00
mp3.h PSP: ME MP3: cache stereo status 2010-09-25 20:38:40 +00:00
osys_psp.cpp PSP: moved RTC to singleton to allow usage by classes other than Osystem 2010-06-21 15:13:36 +00:00
osys_psp.h PSP: moved RTC to singleton to allow usage by classes other than Osystem 2010-06-21 15:13:36 +00:00
pic0.png move psp backend to backends/platforms/psp 2006-06-30 21:00:39 +00:00
pic1.png move psp backend to backends/platforms/psp 2006-06-30 21:00:39 +00:00
plugin.ld Slightly modified version of patch #2875544: PSP plugins patch 2009-10-09 12:10:08 +00:00
plugin.syms Slightly modified version of patch #2875544: PSP plugins patch 2009-10-09 12:10:08 +00:00
portdefs.h disable BREAKPOINT macro and remove exit() macro, as they conflict with SCI building (and aren't used anymore anyway) 2009-02-21 12:08:52 +00:00
powerman.cpp PSP: fixed up PowerManager and removed dependency on SDL 2010-06-15 13:10:00 +00:00
powerman.h PSP: fixed up PowerManager and removed dependency on SDL 2010-06-15 13:10:00 +00:00
psp.mk Slightly modified version of patch #2875544: PSP plugins patch 2009-10-09 12:10:08 +00:00
psp.spec PSP: added preliminary support for using ME hardware to play MP3 files. If the decoder fails to load, MAD is used instead. Disable with DISABLE_PSP_MP3. 2010-05-30 09:47:00 +00:00
psp_main.cpp PSP: switched to using my memcpy 2010-07-18 07:03:14 +00:00
pspkeyboard.cpp PSP: rewrote input code and added an input mode 2010-10-06 21:26:45 +00:00
pspkeyboard.h PSP: rewrote input code and added an input mode 2010-10-06 21:26:45 +00:00
psploader.cpp PSP: switched loader to use PSP's debug mechanism 2010-06-21 11:51:19 +00:00
psploader.h PSP: refactoring/redesign of the backend 2010-04-12 06:49:05 +00:00
psppixelformat.cpp PSP:Implemented fingolfin's suggestion for cleaning up debugging code 2010-04-25 15:12:24 +00:00
psppixelformat.h formatting 2010-04-12 09:14:37 +00:00
README.PSP PSP: rewrote input code and added an input mode 2010-10-06 21:26:45 +00:00
README.PSP.in PSP: rewrote input code and added an input mode 2010-10-06 21:26:45 +00:00
rtc.cpp PSP: moved RTC to singleton to allow usage by classes other than Osystem 2010-06-21 15:13:36 +00:00
rtc.h PSP: Whitespace fix (and rewrap overlong line for readability) 2010-06-21 21:37:00 +00:00
tests.cpp PSP: switched to using BufferedSeekableReadStream and BufferedWriteStream 2010-08-24 11:24:34 +00:00
tests.h PSP: switched to using my memcpy 2010-07-18 07:03:14 +00:00
thread.cpp PSP: Factored out thread creation routines into PspThreadable class. 2010-08-03 12:29:08 +00:00
thread.h PSP: Factored out thread creation routines into PspThreadable class. 2010-08-03 12:29:08 +00:00
trace.cpp PSP: errors from both ScummVM and the PSP port now print to file by default. This should make debugging easier, especially for users. 2010-06-21 13:58:51 +00:00
trace.h PSP: switched to using my memcpy 2010-07-18 07:03:14 +00:00

ScummVM-PSP @VERSION@ README
==============================================================================

Installation
============
 - Copy the relevant game datafiles to your memory stick (location doesn't matter).
 - Install ScummVM like any other homebrew.
 - Run ScummVM and use the launcher to add games and run them.

Controls
========
Right trigger			- Modifier key (see below for uses)
Left trigger			- ESC (Usually skips cutscenes. Depends on game)
Analog					- Mouse movement
Right trigger + Analog	- Fine mouse movement
D-Pad					- Arrow keys (useful mostly in SCI and AGI games)
D-Pad + Right Trigger 	- Diagonal arrow keys (it's hard to input diagonals on some PSPs)
Triangle				- Enter (useful for some dialogs)
Cross					- Left Mouse Button (usually the main button)
Circle					- Right Mouse Button (secondary button in some games)
Square					- '.' (skip dialogue in some games e.g. Scumm)
Right trigger + Square	- Spacebar (useful in Gobli*ns and SCI games)
Start					- Global Menu. Allows you to 'Return To Launcher' to play another game
Right trigger + Start	- F5 (Main Menu in some games)
Select					- Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen (with D-Pad).

Virtual Keyboard Mode
=====================
Start					- Enter key. Also exits virtual keyboard mode
Select					- Exit the virtual keyboard mode
Right trigger			- Input letters: lowercase/uppercase (press to toggle)
Left trigger			- Input numbers/symbols (press to toggle)
D-Pad					- Select square of characters (up, down, left or right)
Buttons/Triggers		- Choose a specific character in the square. The four center characters are chosen
						  by the button in the corresponding position. The 2 top characters are chosen by the 
						  triggers.
Analog					- Moves in a direction (left/right/up/down) (Useful to keep moving 
						  while typing in AGI games among other things)

1st Person Game Mode (Can be ignored by most users)
====================
This is a special mode built for 1st person games like Lands of Lore. If you don't have these games you can
safely ignore this mode. To enter or leave this mode, use the combo:

Right Trigger + Left Trigger + Square

Some buttons have been switched around to make these games more playable:
Square					- Is the modifier key instead of Right Trigger.
Left/Right Trigger		- Strafe left/right
D-Pad Left/Right		- Turn left/right
Square + D-Pad			- F1/F2/F3/F4
Square + Start			- Esc (shows game menu)		  

						  
Notes
=====
- Notice that you can switch between games! This is much faster than quitting
  and having to start ScummVM all over again. Go to the global menu and choose 'Return To Launcher'.
  (Some games may not have the Return To Launcher option available yet.)

- The PSP version of ScummVM uses the Media Engine to accelerate decoding of MP3 files. This means
  that if you have the choice of compressing using Ogg files or MP3 files, choose MP3 -- the game
  will generally run faster.
  
- Plugin files are NOT interchangeable between ScummVM versions! You must copy ALL the
  plugin files that come with every version of ScummVM. They sit in the /plugin
  subdirectory. If you get a crash upon startup, try deleting all the existing
  plugin files in the plugin directory and copying the new ones over again.

- This README may be outdated, for more up-to-date instructions and notes see
  the PSP Port Wiki: http://wiki.scummvm.org/index.php/PlayStation_Portable

Frequently Asked Questions
==========================

Q:  Scummvm crashes upon starting up!
A:  See the first note above.

Q:  Pressing select doesn't make the virtual keyboard show up on screen!
A:  You need to make sure that the kbd.zip file is in the same directory as the ScummVM executable.

Q:  What do I need to run the games?
A:  A PSP that can run homebrew and the necessary datafiles for the game you want to play.

Q:  Can I run game X with this?
A:  You can find the list of supported games on the compatibility page
    at http://www.scummvm.org
    Note that ScummVM is NOT an emulator. The supported games engines have been painstakingly rewritten. 
	It's not easy to add support for a game you want that currently isn't supported.

Q:  My Monkey Island 1 doesn't have any music, what gives?
A:  If your version of Monkey Island came on a CD then it has the music
    as CD Audio tracks. You need to rip those to MP3/Ogg (MP3 is preferred), naming them track1.mp3 track2.mp3
	etc. and copy them to the same directory as the game datafiles for music to work.

Q:  Game X crashes, or feature Y doesn't work. Can you fix this?
A:  Possibly.
    Because of the large amount of games ScummVM supports we obviously haven't
    played them all start-to-finish on the PSP, so it's possible there
    are bugs or issues that we're not aware of.
    When you encounter such a bug, please use the "Bug Tracker" you find linked
    on the ScummVM website, and mention all relevant info i.e. that you're
    using the PSP version, which ScummVM version it is, if the problem exists
    in a recent PC version, a detailed description of the problem,
    and if at all possible a nearby savegame. This will make it much easier
    for us to reproduce (and hopefully fix) the problem.

Building the source code
========================
To build ScummVM for PSP you need:

- ScummVM source code (svn co https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk)

- PSP toolchain	(svn co svn://svn.pspdev.org/psp/trunk/psptoolchain)

- PSPSDK	(svn co svn://svn.pspdev.org/psp/trunk/pspsdk)
			Note: This usually gets installed by the PSP toolchain,
			so you don't have to do it manually.

- zlib		(svn co svn://svn.pspdev.org/psp/trunk/zlib)

- libPNG	(svn co svn://svn.pspdev.org/psp/trunk/libpng)

- libmad(*)	(svn co svn://svn.pspdev.org/psp/trunk/libmad)

- libTremor(*)	(svn co svn://svn.pspdev.org/psp/trunk/libTremor)

(*) = optional

Once you've installed these libraries (read their README.PSP for instructions),
create a subdirectory in your ScummVM folder called 'builds/psp'. Then, in this folder, type 
'../../configure --host=psp --enable-plugins --default-dynamic'. If everything is installed
correctly, ScummVM will inform you as it finds the right components. Finally type 'make' to build.

Port Authors
============
Joost Peters   (joostp@scummvm.org)
Paolo Costabel (paoloc@pacbell.net)
Thomas Mayer   (tommybear@internode.on.net)
Yotam Barnoy   (yotambarnoy@gmail.com)