Despite my usual coding practice (code on pc, compile, run on console) it was faster for me to port Scogger Wii version on PC, make all modifications (gfx mainly), and finally re-port on PS3.
This way helped me to make all changes (even small ones) without move the executable to USB stick, install on PS3, run, for each time I make a modification on the code.
Thanks to SDL library I ported the original game on PC in a breeze, then I started changing every single image, add some sort of animation and writing some sort of animation code, tweaking with frames, rewrite menu code, polishing the trash code… so I did 90% of the work PC side. Porting it over on PS3 was (almost) straightforward.
What I used on PS3 side was initially SDL for PS3 but it was software accelerated and (at time of writing) extremely slow to render images on a 1280×720 screen.
I decided then to change the graphic code to use HermesEOL’s tiny3d lib, just one day before he decided to leave the scene
SDL Mixer was used for sound, and it works great, except I had some issues with sound some effects that I solved with some dirty hack.
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