Torque on PSP Questions
by Matt Vitelli · in Torque Game Engine · 05/25/2005 (2:05 pm) · 5 replies
#2
In order to develop anything for a Sony console (you need to become a liscensed Sony developer. This process basicly involves them reviewing you, your company, your team and your resources to deem if you are worthy or not of being given access to the resources should you be deemed capable of making a game and getting your foot in the door. From there Sony will be on your case to develop your product fast and to thier liking otherwise you will removed as a liscensed developer.
@Manoel
Just as a FYI even developers don't get the ability to write UMDs, this is a privledge that Sony keeps to itself. PSP developers instead use a wireless kit to transfer their data to the PSP device for testing.
05/25/2005 (2:48 pm)
@MattIn order to develop anything for a Sony console (you need to become a liscensed Sony developer. This process basicly involves them reviewing you, your company, your team and your resources to deem if you are worthy or not of being given access to the resources should you be deemed capable of making a game and getting your foot in the door. From there Sony will be on your case to develop your product fast and to thier liking otherwise you will removed as a liscensed developer.
@Manoel
Just as a FYI even developers don't get the ability to write UMDs, this is a privledge that Sony keeps to itself. PSP developers instead use a wireless kit to transfer their data to the PSP device for testing.
#3
The licensed development scene with the PSP is still a bit floaty... right now it looks more like the home console scenario than the handheld one (GBA), where you better have some track record or one heck of one prototype to get into the SDKs via a publisher.
On the GBA it was much easier to get first shot projects published, if you approach the right publishers with solid prototypes or even nearly complete game, since it's possible to develop a full-featured GBA game without any official SDK (but even so having an actual company - even if it's a two man company - is a requiriment).
05/27/2005 (9:57 am)
If it's your first game and you aren't part of an actual game dev company they can adress to: you bet you don't. The licensed development scene with the PSP is still a bit floaty... right now it looks more like the home console scenario than the handheld one (GBA), where you better have some track record or one heck of one prototype to get into the SDKs via a publisher.
On the GBA it was much easier to get first shot projects published, if you approach the right publishers with solid prototypes or even nearly complete game, since it's possible to develop a full-featured GBA game without any official SDK (but even so having an actual company - even if it's a two man company - is a requiriment).
#5
That said, I really want to get a PSP and hack it. :P
08/15/2005 (10:29 am)
The homebrew community around PSP is awesome; of course, simply compiling for PSP isn't the same as being able to publish for it.That said, I really want to get a PSP and hack it. :P
Associate Manoel Neto
Default Studio Name
There has been a small PSP hack going around that allows you to run unencrypted code placed in a specific directory in the memory stick, but it only works for 1.0 units (early Japanese ones), but even if you do find a way to get unsigned code running on any unit, you'll still face the major problem: you'll not have access to any of the development libraries and tools licensed developers have. You can get code compiled, but talking to the 3D hardware, as example, will be a nightmare without the official libraries.
Now the Verbatim answer: if you ever get the proper requirements for becoming a licensed developer, and have a complete game with sales potential, the GG guys might lend you a hand into talking to Sony and porting the engine.