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GODOT

POC At the moment!

Build for psp: scons platform=psp target=release -j8

Godot Engine

Homepage: https://godotengine.org

2D and 3D cross-platform game engine

Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including the major desktop platforms (Linux, Mac OSX, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms.

Free, open source and community-driven

Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Software Freedom Conservancy not-for-profit.

Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.

Getting the engine

Binary downloads

Official binaries for the Godot editor and the export templates can be found on the homepage.

Compiling from source

See the official docs for compilation instructions for every supported platform.

Community

Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.

To get in touch with the developers, the best way is to join the #godotengine IRC channel on Freenode.

Documentation and demos

The official documentation is hosted on ReadTheDocs. It is maintained by the Godot community in its own GitHub repository.

The class reference is also accessible from within the engine.

The official demos are maintained in their own GitHub repository as well.

There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more info.

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mike3563werthit

godot-psp's Issues

Sprites error

IMG_20230426_185423_949

Sprites on PSP are not displayed correctly

IMG_20230426_181447

IMG_20230426_181441

Here is the minimal project

Gadot_1.zip
Also psp does not perceive multiple scenes (

Custom fonts and working with files

Custom fonts (DynamicFont) and File.READ (f.get_line()) don't work, and I wish they did.

Can you give me some kind of contact for feedback? Creating issues for every little thing that doesn't work isn't very nice.

drop frame

Operating system or device - Godot version:
windows ppsspp, 2.1.7 RC

Issue description (what happened, and what was expected):

drop frame when game take action, (when action pressed)

Sound problem PSP

PSP 3000

The problem with the sound is its crackling. Maybe I should somehow adjust the imported sound, if so then let me know! I import by transferring the file with the mouse from the desktop directly to the editor (I use StreamPlayer)
i-still-dream-about-her.zip

there were no problems with sound on the emulator

Area2D don't work

Area2D nodes do not work (do not start) on psp

There are 2 objects that should include Label when colliding
But it doesn't even start on the console (psp 3000)

Project -
New.zip

Closed after boot Splash

Using Godot 2.1.6 Windows x64
Using godot-psp 3rd release

The file boots up, but crashes during boot splash screen.
I've not been able to log the issue, but shoot this capture:
https://i.imgur.com/uY8MAGJ.png

Tested Within SSPPSS 1.15.4
Tested using PSP 2000

Here it goes sample project):
data.zip

Sprites having filter? They look wrong

Operating system or device - Godot version:
Win 11
v2.1.6

Issue description (what happened, and what was expected):
The sprites are blurry or filtered in a weird way

image
This is how the game looks in the editor

image
This is how it is in a Windows build

image
This is how it is on PPSSPP

image
This sprite is also being almost completely cut-off

Steps to reproduce:
Not sure, I made project and art, and added to the game. I disabled mipmaps and filters where ever I could in project settings as well.

cover for the game Eboot

Greetings, could you tell me how to make a cover of a game for PSP? I tried using the PSP Brew 0.91 program, unfortunately it does not work and gives an error

Is it possible run ported games on ps3?

So, I know that PSP games can be run on a PS3, and I have some fan-made PSP games on my PS3 (they work, though). However, I don't know how to run my GD game on my PS3 because the format of the games I currently have is not in a ZIP or PCK file; instead, they are just folders.

So my question is how can I run my gd game on ps3 , should I export files from zip file ?

lack of RAM

I'm doing a project on psp, about 5 scenes are used. if you switch them in order, then the 4th (for example) will destroy the entire project, but if you run it first, there will be no problem.
Is there a dynamic memory limit on the psp that is not cleared when the scene switches to a new one?

Moving on to the next one - get_three().change_scene("res://LavelB_0.tscn")
deleting scene from memory - queue_free()

code:
if time1 >= 1 and flag == 7:
get_tree().change_scene("res://LavelB_0.tscn")
queue_free()
flag var = 0

this memory bug will literally ruin my project if it is not resolved:(

Information output:

function _ready():
set_fixed_process(true)
var os = OS
var static_memory = os.get_static_memory_usage()
var dynamic_memory = os.get_dynamic_memory_usage()
print("Static memory usage:", static_me
one of the scripts.txt
mory, "bytes")
print("Dynamic memory usage:", dynamic_memory, "bytes")

one of the scripts.txt

white screen

Operating system or device - Godot version:
rgb20s, 2.1.7

Issue description (what happened, and what was expected):
white screen, sound work

Steps to reproduce:
idk

Unstable graphics

Operating system or device - Godot version:
PSP E1008 6.60 PROMOD / Godot 2.1.6 / EBOOT last version

Issue description (what happened, and what was expected):
Assembled a standard Godot 2D Pong project, the screen does not clear with each new frame. Remains trace. But at least it started because of its simplicity

Steps to reproduce:
Export any game from godot-demo-projects-2.1, done

Link to minimal example project (optional but very welcome):
https://github.com/godotengine/godot-demo-projects/tree/2.1/2d/pong

What it looks like
https://user-images.githubusercontent.com/64025073/233856735-e51fe7ee-5c27-47cb-be36-01ba51debf26.MOV

VideoPlayer .ogv

Godot 2.1 - PSP 3006

Issue description (what happened, and what was expected):
I used Video Player to play videos in .ogv format
and tried to remove the sound, and compress, and crop, but crashes, as I understand PSP is not designed to play video format .ogv

How to get out of the situation?

PSP_Prod.zip

PSP shuts off after splash screen

I am aware it only says PSP 2000, but I don't see why It wouldn't work on a 3000 unless there's something I am unaware about. My game works just as expected in PPSSPP but on my PSP it gets to the splash screen and then a few seconds later my PSP shuts off, I have tried overclocking my PSP to the max, deleting and recopying the files over to my PSP. But it still just shuts off, super strange.

error when excecuting on ppsspp

when running on ppsspp on linux i get this error in the console when opening the eboot and the data.pck
it just shows the godot logo and then it crashes
i tried to untick the width and height, untick 64 bits on export but nothing
maybe you can upload like a tutorial or something of how to do it
i'm gonna try to run it on adrenaline on my vita because i dont have a psp
the godot version is 2.1.6 of course

13:09:318 Core/System.cpp:430 N[BOOT]: PPSSPP v1.15
13:09:320 Core/Compatibility.cpp:143 N[G3D]: UnitsPerMeter for GODO00541: 0.000000
13:09:525 root N[BOOT]: UI/EmuScreen.cpp:360 Loading /home/g/.var/app/org.ppsspp.PPSSPP/config/ppsspp/PSP/GAME/godot...
13:09:651 user_main E[FILESYS]: FileSystems/DirectoryFileSystem.cpp:58 DirectoryFileSystem::OpenFile('/PSP/GAME/godot/.pck'): FAILED, 2 - access = 1 ''
13:09:661 user_main E[FILESYS]: FileSystems/DirectoryFileSystem.cpp:58 DirectoryFileSystem::OpenFile('/PSP/GAME/godot/.zip'): FAILED, 2 - access = 1 ''
13:09:662 user_main E[FILESYS]: FileSystems/DirectoryFileSystem.cpp:58 DirectoryFileSystem::OpenFile('/PSP/GAME/godot/.zip'): FAILED, 2 - access = 1 ''
13:09:696 user_main E[FILESYS]: FileSystems/DirectoryFileSystem.cpp:58 DirectoryFileSystem::OpenFile('/PSP/GAME/godot/engine.cfg'): FAILED, 2 - access = 1 ''
13:09:713 user_main E[FILESYS]: FileSystems/DirectoryFileSystem.cpp:58 DirectoryFileSystem::OpenFile('/PSP/GAME/godot/override.cfg'): FAILED, 2 - access = 1 ''

ViewportSprite white texture

Issue description (what happened, and what was expected):
It draws white texture when I try to render Viewport to ViewportSprite.

Editor:
image

image

In emulator, exported:
image

Project:
Menu_DEBUG.zip

Debug log:

...
28:34:790 user_main    I[SCEIO]: HLE\sceIo.cpp:1160 stdout: Main: Load Scripts, Modules, Drivers
28:34:821 user_main    I[SCEIO]: HLE\sceIo.cpp:1160 stdout: Main: Load Translations
28:34:822 user_main    I[SCEIO]: HLE\sceIo.cpp:1160 stdout: Main: Done
28:34:822 user_main    I[SCEIO]: HLE\sceIo.cpp:1160 stdout: setup
28:34:822 user_main    I[SCEIO]: HLE\sceIo.cpp:1160 stdout: Running...
28:34:947 user_main    I[SCEIO]: HLE\sceIo.cpp:1160 stdout: **ERROR**: At: core/rid.h:144:get() - Condition ' !elem ' is true. returned: __null
28:34:947 user_main    I[SCEIO]: HLE\sceIo.cpp:1160 stdout: **ERROR**: At: platform/psp/rasterizer_psp.cpp:944:texture_set_flags() - Condition ' !texture ' is true.
28:34:947 user_main    I[SCEIO]: HLE\sceIo.cpp:1160 stdout: **ERROR**: At: core/rid.h:144:get() - Condition ' !elem ' is true. returned: __null
28:34:948 user_main    I[SCEIO]: HLE\sceIo.cpp:1160 stdout: **ERROR**: At: platform/psp/rasterizer_psp.cpp:944:texture_set_flags() - Condition ' !texture ' is true.
28:34:972 user_main    I[FRAMEBUF]: Common\FramebufferManagerCommon.cpp:4 Creating FBO for 04000000 (z: 04110000) : 480 x 272 x 8888
28:34:973 user_main    W[SCEGE]: Common\FramebufferManagerCommon.cpp:443 FBO reusing depthbuffer, c=04000000/d=04110000 and c=04088000/d=04110000

3D projects and the HOME button

Operating system or device - Godot version:
PROMOD 6+, 2.1.6

This code: https://github.com/janmarcano/Dolphin-Island-2/blob/master/scenes/pause.gd
and get_tree().quit() drop psp

3D projects also refuse to work properly so far, yes, on 3d.pbp(eboot).

Something confused me in your implementation of the HOME button, looked through the source code of other projects, in principle did not find a call for exit functions. I agree that HOME works in principle, but it doesn't call the standard menu and consequently the plugins that are called from it don't work.

Need help to use InputEventJoystickMotion and InputEventJoystickButton

Need help to use InputEventJoystickMotion and InputEventJoystickButton

Could you help me understand how to make a dead zone for the PSP stick using these functions. Values must be in the format 0.73657 and 0.57367548 (this is an example)

Here is my code:
var joy_axis = Input.get_joy_axis(0, 0)
if joy_axis == 0.5:
if Input.is_action_pressed("R_Stick"):
motion1.x += 1
else:
if Input.is_action_pressed("R_Stick"):
motion1.x += 0

if joy_axis == LOLdead_zone:
	if Input.is_action_pressed("L_Stick"):
		motion1.x -= 1
else:
	if Input.is_action_pressed("L_Stick"):
		motion1.x -= 0

motion1 = motion1.normalized() * speed
move_and_slide(motion1)

Stick.txt

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