R'n'D for PS Vita

Discussion about Rocks'n'Diamonds, Boulder Dash, Supaplex, Emerald Mine and any other BD hybrid.

Moderators: Zomis, Flumminator

Post Reply
User avatar
Site Admin
Posts: 3332
Joined: Fri Jun 18, 2004 4:13 pm
Location: Germany

R'n'D for PS Vita

Post by Holger » Tue Jun 05, 2018 8:35 am

A question to rsn8887 regarding his port of R'n'D to the PS Vita (thought we should open a new topic for this, as these aspects are not related to the iOS port of the game):

I had a look at your source code changes for R'n'D to run it on the PlayStation Vita:

https://github.com/rsn8887/rocksndiamon ... es/tag/1.8

And I've also found your question regarding SDL2 support for the PS Vita:

https://discourse.libsdl.org/t/possibil ... port/23615

So it seems that many of the Vita related changes to R'n'D would go directly into the SDL library itself in the future, is this correct?

I'm asking because I though about adding your support for the Vita platform to the R'n'D main source tree, but it seems that it would be wise to wait for "official" Vita support in SDL2 itself, to minimize the required changes in R'n'D...

Posts: 10
Joined: Sat May 26, 2018 3:33 pm

Re: R'n'D for PS Vita

Post by rsn8887 » Thu Jun 28, 2018 9:35 pm

Holger, thanks for your interest in merging the Vita version into mainline code.

At some point I thought about merging the Vita-related SDL2 code into upstream, but currently no-one is working on that, and I am not sure how much work it will be or if it will ever be done. Anyone who will try to compile the Vita version should already have SDL2 for Vita anyways, because it is part of the open-source VitaSDK.

To merge the RnD Vita code, the only thing left to do is to make sure that my Vita changes didn't break anything when compiling for Windows, Mac or Android. I think I was pretty careful to use "#if defined(PLATFORM_VITA)" everywhere so nothing would break. But maybe in one of the Makefiles I might have made some hard-coded change? I am not sure anymore.

Post Reply