CONSIDER TURNING THIS AND ALSO THE WEBASSEMBLY ARTICLE INTO GENERAL ARTICLES:
“HOW TO BUILD C++ CODE FOR WEBASSEMBLY / PS VITA”
I THINK THESE MAY BE MORE BLOG POSTS THAN HOW TO GUIDES
SO CONSIDER TAKING THE BELOW AND TURNING INTO A BLOG POST (to wrap up the existing posts that already exist)
Porting Commander Keen to PlayStation Vita
Status | In Progress |
Goal | Bring the DOS classic Commander Keen to PlayStation Vita. |
I’ve wanted to explore cross-compilation (i.e. building code on one platform for execution on another) for a while. I’m also passionate about bringing classic retro games to a new audience.
With the advent of h-encore, pretty much any PlayStation Vita can now be unlocked to run homebrew code. There’s also the Vita SDK development framework available to help create working binaries. So the Vita seems like a great target platform.
I’m aiming to bring Commander Keen (in the form of CloneKeen) to the Vita. The source code is C/C++ and uses the multiplatform SDL development library, so should be relatively portable. I’m also looking for improvement opportunities over the orignal release (e.g. level editor, increased resolution).
So far I have the game engine running, but need to add controller support.
Posts:
- Game engine successfully running on a real Vita - 10 Nov 2019
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