Lol sorry I just now found this, I was searching my name to find a topic about a tv I had, and I ran across this. I know this might be necro post much. Anyway yes I do Ps Vita and PSP programming. When doing the PSP programming you just need to know any language it supports. I believe C and C# both work with the PSP but I haven't tried it yet. However if you want I can link you to the site where Sony has license forms to create and use their SDK's for Ps Vita, Ps4, PSP, and Ps3. They should have an IDE (integrated development environment) for each. If you have any question feel free to PM.
P.S. IT's actually really easy to work with the Vita and PSP because all you need to know is the basic logistics behind programming, the syntax of the language you are using, and just experiment with the library's they provide.
All the pages required for the game/authors is dependent on the Devs themselves. Yes I made my own.
And that's weird that it doesn't show up for you because myself and multiple people from around the world have already purchased it... 10 copies total.
I'd like to discuss the idea and point of multi-threading with games, why it's necessary and one way of doing it. Some of you may already know about this, some may use it and know more than I do, If that is the case you are welcome to contribute and correct me If I say something foolish.
Spoiler For Spoiler:
Know, I know this is mainly a calculator forum and most if not all calculators do not use threads, so I'm kind of talking to you computer programmers out there.
Let me first explain to you what multi-threading is. Multi-threading is when you create multiple threads and do various tasks in each thread simultaneously. A thread is basically an instance of code that can be called again and again as well as at the exact same time as another. Yes that means the computer doesn't wait for your update section of code to run when it needs to render.
The purpose for multi-threading is to make your games/apps/programs run more efficiently. Here is an example of a non-threaded piece of code (something you would find on a calc).
(Non-Threaded)
Game Loop {
A bunch of calculations
Clear the screen
Render your items
Swap buffers
}
Notice that every time your loops runs, you have to wait for the game to rendering the last scene to begin the next calculation phase. Multi-threading this makes it so that you can do both at the same time (almost). One way to put this -> All of your render code works with the GPU on a computer, while the calculation code works with the CPU. If you leave them in order (one, then the other, than the other, etc) Your GPU has to wait for your CPU to finish before it can be used and visa versa. So the entire time you are rendering your CPU is literally sitting there doing absolutely nothing. If we multi-thread this, we can eliminate that inefficiency.
(Multi-Threaded)
Thread 1 {
Calculate a bunch of stuffs
}
Thread 2 {
Clear the screenRender your itemsSwap buffers
}
Thread 1 and Thread 2 run at the same time.
Now that you have separated them you will have some problems. Both threads read and/or write to example sprite SHIP. What happens if thread 2 reads the X position of SHIP while thread 1 is writing to the X position of SHIP. This is what is dangerous, and can cause glitches, crashes, and unforeseen bugs. There are several ways to present this, one of which can be explained here: http://blog.slapware.eu/game-engine/programming/multithreaded-renderloop-part1/
Another bonus to splitting the calculations from the renders is that you can put the calculation on a timer so that it runs at the same speed on all devices while not affecting the rendering in the process. (no need to calculate for CPU speed variations).
This is just a fun bit of information that is handy to know if you are serious in programming.
Ok, also this is a computer game so it should probably be in Computer projects. Besides Even if it was still for PSM, it's not a ROM hack of course, but I also wouldn't consider it a home brew. In fact none of the games I make for PSM are really Home brews. They are legitimate games that are sold for money on the official Play Station Store. If anything an "Indie game projects" Board sections would be the most appropriate and I don't see why we don't have one...
I'm also not too... Liking... of my topics being under this board because every time someone looks at it they immediately take one look at the word "Hacking" in the title and turn the other way...
So what I'm trying to say is, a board specifically for Indie Projects would be most beneficial.
Even though I have paused work on this I will resume it for now just to kill time, I will add in various things but not until this summer will I re-optimize the code to work with multi-threading.
Yeah DJ, lol its not $59.99, its a buck. Literally, it's like $0.99. The reason of course for doing this, was marketing. It's something called impulse buy. It's worth so little, lots of people will buys it just to try it out.
And the content in it is way to simple to be anything more than a buck.
I will definitely update and add new content later though.