Author Topic: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc  (Read 96928 times)

BlueVIper

  • Newbie
  • *
  • Posts: 2
    • View Profile
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #90 on: November 09, 2009, 11:51:54 am »
Thanks, there is already so so many of these replies here.
And if it's gonna be that way, I dont need to play the game, already have too many games to play with too little time.
If I was interested in using my pc as a gaming machine on my tv I had already done it...
I'm not saying there will be any problem playing on low spec computers...

almozayaf

  • Newbie
  • *
  • Posts: 13
    • View Profile
    • Email
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #91 on: November 19, 2009, 03:09:08 pm »
PSP AudioSurf  will be nice :D
and PSP can do it
NDS, iPod shaft, Xbox360 can do it to

BUT WII O___O
these game made for it
just think what wii can do with these game
it will be cooler on wii with the joystik of it O___O

dewdude

  • Newbie
  • *
  • Posts: 8
    • ICQ Messenger - 1712847
    • AOL Instant Messenger - dewdude2000
    • View Profile
    • Email
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #92 on: January 03, 2010, 07:47:14 am »
I very seriously doubt the iPod can do audiosurf.

Let's look at it like this. My last iPod was a 30gig 5th gen video. It was a PortalPlayer based unit (compared t the Samsung SOC's of the newer classics) that had a 75mhz dual-core ARM processor in it. That's it. A combined total of 150 mhz.

Now, i ran Rockbox on this thing...and let me tell you, even after activating the co-processor and having tasks assigned to it...the ipod still was barely beffy enough to run rockbox and play an mp3. seriously. playing an mp3 used more cpu power than some formats..it ran much better when I overclocked each core to 90mhz...but only then. With no GPU to speak of...yeah. Now, the iPod touch...i know it's more based on an iPhone...so I don't know any of it's hardware specs, it supposedly has a 3d GPU and such. bah. I'm a Rockbox man anyway...I own a Gigabeat S60....because 533mhz ARM core vs 2 75mhz ARM core...i'll take the one large arm thank you.

The PSP, I can't remember how powerful it's CPU is..I mean, I think everyone needs to remember that they're entirely different architecture..i believe processor power, it's on par with the PS2 with the PS2 having a few hardware gfx additions that the PSP has to run in Software. no dobut it'd run it..just have to port it.

NSD and Wii...likely the same deal. The Wii is actually only slightly more powerful than a GameCube (it's like a gamecube on too much caffeine)...but with proper coding, it could be done. If not officaly, then possibly as a homebrew app. The biggest problem is that the Wii's file-system access is limited to SMB in most cases (although the hack for the DVD-rom somewhat works these days)...and as I found out...AudioSurf doesn't like wirelessly streamed SMB.

The rest of the systems...mostly XB360....are PC based. If I was going to put my money on a port we'd see first, it'd be the 360. But even then, it's supposedly not that easy to go from PC to XB/XB360...even if they do share the same architecture.

the fact alone that a port would require people/time is likely a reason we'll never see one to a handheld/console. Am I all for one? yes...no. It'd be nice, but I don't expect it. If I want to play a music game on my Wii, I've got Rockband.

music is my life...audiosurf is like my drug.

Mincus

  • Hero Member
  • *****
  • Posts: 2394
    • View Profile
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #93 on: January 03, 2010, 08:49:21 am »
Few corrections there.
First, you'd be surprised what you can get out of an ARM with some well thought out code. I've been using ARM chips since the early 90s and they're fantastic little power houses with tiny power requirements. Love 'em.
Anyway, I believe all the references to iPods will have been to the iPod touch, which is an Samsung ARM running between 400-600MHz depending on the generation. They have fixed pipeline GPUs similar to geforce 2-3(ish) spec. Whilst this couldn't run the current PC Audiosurf it could run an optimised port without issue.

PSP is a custom MIPS-based CPU with a second MIPS CPU for "media" and a seperate GPU as well, running up to 333MHz, it could manage Audiosurf with ease at its resolution. Comparing raw power to the PS2 is a bit unfair on both devices as they work very differently internally although the actual graphics produced on screen are similar.

DS would struggle. The DSi has more of a chance (faster CPU) with SD card support it makes more sense as well, but I'm unsure if it's possible to target just the DSi from carts at this point in time. I have a suspicion Nintendo will be bringing out a new hand-held either this year or next anyway.

The Wii from a CPU/GPU perspective is just a faster gamecube. Nintendo did this to stay in the console market. See, the GC hardware was costing Nintendo very little to put together, so adding just a few expensive parts and dialling up the clock speeds a little allowed the overall cost of the Wii to remain low for Nintendo, so even if the console itself did as badly as the GC had then Nintendo would still make enough to chug over another generation. As it turned out the Wii has been very successful, which means Nintendo are laughing all the way to the bank. But the GC could manage Audiosurf anyway, so no problem on the Wii.

X-Box 360 isn't PC based. It's PowerPC based (that is the old Mac CPUs, not x86), so technically are the Wii and PS3, although the PS3 has an array of Cell processing units in addition to the PPC core, anyway both 360 and PS3 easily have the hardware to cope. :)

But as has been pointed out many times, it's all a bit pointless speculating at this stage since Audiosurf uses Quest3D and that is very much Windows only.

Just as a last note, I'm basing the "what can run" on Normal/Enhanced for most of these and Minimal in the case of the DSi. Take a look at the Zune version as a clue: http://www.youtube.com/watch?v=63qaVvV0pVw

lavacano201014

  • Hero Member
  • *****
  • Posts: 1757
  • We're an underground revolution working overtime.
    • ICQ Messenger - 431938899
    • MSN Messenger - thatotherguy370@msn.com
    • AOL Instant Messenger - lavacano201014
    • Yahoo Instant Messenger - lavacano201014
    • View Profile
    • Email
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #94 on: January 22, 2010, 04:18:53 pm »
I finally got a way to assist in silencing Mac users (because they won't read stickies).

Some Mac gamer mentioned something called Cider. I Googled it, wound up with this. It appears Dylan would have to apply it himself, seeing as I don't see a "free download" or "buy now!" link anywhere, just "if you're a developer contact us".

But still: At this point, if there's no Mac version, it's because Dylan
1) Can't pay for Cider (if it costs him)
2) Isn't interested in a Mac port
Disregard, I wasn't aware of below arguments

(This doesn't stop those who happen to have a copy of Cider lying around to give it a whirl for themselves.)
« Last Edit: January 23, 2010, 09:26:51 am by lavacano201014 »

Green = listening, red = surfing

Passerby

  • Hero Member
  • *****
  • Posts: 1494
    • View Profile
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #95 on: January 22, 2010, 04:22:33 pm »
I finally got a way to assist in silencing Mac users (because they won't read stickies).

Some Mac gamer mentioned something called Cider. I Googled it, wound up with this. It appears Dylan would have to apply it himself, seeing as I don't see a "free download" or "buy now!" link anywhere, just "if you're a developer contact us".

But still: At this point, if there's no Mac version, it's because Dylan
1) Can't pay for Cider (if it costs him)
2) Isn't interested in a Mac port

(This doesn't stop those who happen to have a copy of Cider lying around to give it a whirl for themselves.)

kinda cider pretty much wraps the source code to be dependent on wine libraries so it is required to have source code to use which dylan dosent have he olny has his code not the code to quest3d

Mincus

  • Hero Member
  • *****
  • Posts: 2394
    • View Profile
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #96 on: January 22, 2010, 04:30:29 pm »
I finally got a way to assist in silencing Mac users (because they won't read stickies).

As passerby points out, Cider requires things at a source code level. From what I understand it's actually just winelib-on-steroids (winelib allows you to compile a Windows-targetted app so that it works under Linux/whatever without having to install wine itself on the Linux/whatever system, it's about the same level as wine in compatibility which is why it's not more well known).
In short, Dylan would need Questviewer source code.

Best bet for making multi-platform games (and I'll keep saying it :P) is to use SDL and OpenGL. Both are available on Windows, MacOS (9 and X) and Linux and minimal work is required to port between them.

Passerby

  • Hero Member
  • *****
  • Posts: 1494
    • View Profile
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #97 on: January 23, 2010, 09:35:10 am »
Bah.

Thought the dude I heard this from used Cider to port a client of Steam to Mac (he doesn't work there).

I'll figure out how he went n did that.

dont think that is possible what it does is recompile the software translating windows api calls for mac ones and for the most part it is also using the wine librarys to fill in the blanks of calls that just cant be converted.

Passerby

  • Hero Member
  • *****
  • Posts: 1494
    • View Profile
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #98 on: January 23, 2010, 09:40:35 am »
it is possible to wrap steam and audiosurf in wine thought and it will work like it does on linux.

you just need to update x11 before that os x comes with a old crappy version of x11

Mincus

  • Hero Member
  • *****
  • Posts: 2394
    • View Profile
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #99 on: January 23, 2010, 09:54:34 am »
Bah.

Thought the dude I heard this from used Cider to port a client of Steam to Mac (he doesn't work there).

I'll figure out how he went n did that.

I don't know enough about Cider to be 100% sure, it may be possible, but it strikes me as very unlikely it's as easy as that.
There's nothing from a technical perspective that would stop it being possible though, I just haven't heard of the technology being used in that manner before.
I'm actually getting the impression from Transgaming's website that Cider is just their version of Cedega for OS X, but I may be wrong on that.
If that IS the case, he hasn't "ported" it any more than myself or passerby have when running Audiosurf under wine on Linux. ;)

Passerby

  • Hero Member
  • *****
  • Posts: 1494
    • View Profile
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #100 on: January 23, 2010, 02:43:13 pm »
ya reading up on it is weird it sound exactly like cedega for mac but it seems to the the code. but what ever it is essentialy wine with a price tag and maybe better integration.

Laserrobotics

  • Robot Overlord
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 3464
  • Beep boop everyone.
    • View Profile
    • Steam ID
Re: AudioSurf for iPod, PSP, Mac, NDS, Xbox360, XBLA, Wii, etc
« Reply #101 on: March 01, 2010, 06:16:12 pm »
Once again, just saying you would really like Audiosurf on <insert anything that can play a game here> is not suggested and will be deleted.  We all know already, and most of us likely either agree or have several very good reasons why it wouldn't work.  Use the search function to see if your selection has been discussed; if you have nothing more to add than what is already there, don't bother posting.
As far as I know(and correct me if I'm wrong):
Things you can play Audiosurf on currently:
    Windows
    Macs
    Linux
    Zune HD
Things that there are plans to get Audiosurf on:
    Only Dylan knows
Note to self:  1/24/12 Awawayabeft

Ryan-C

  • Newbie
  • *
  • Posts: 4
    • View Profile
STEAM for Mac announced!
« Reply #102 on: March 08, 2010, 10:18:32 pm »
Well, now that Valve has confirmed that STEAM will be coming to the Mac in April (http://store.steampowered.com/news/3569/), they've also said that any game purchased for Windows that has a Mac version will have access to it free of charge, and that the Steam Cloud will sync save data between Windows and Mac games, and also that the Steamworks API (used by Audiosurf) is also a part of Steam for Mac; this really opens the door wide for AudioSurf to come to Mac.  ;D HINT HINT!!!!  ;D
« Last Edit: March 08, 2010, 10:22:38 pm by Ryan-C »

Mincus

  • Hero Member
  • *****
  • Posts: 2394
    • View Profile
Re: STEAM for Mac announced!
« Reply #103 on: March 08, 2010, 10:22:05 pm »
Well, now that Valve has confirmed that STEAM will be coming to the Mac in April (http://store.steampowered.com/news/3569/), this really opens the door wide for AudioSurf to come to Mac.  ;D

Not while it runs on Questviewer it doesn't.

Ryan-C

  • Newbie
  • *
  • Posts: 4
    • View Profile
Re: STEAM for Mac announced!
« Reply #104 on: March 08, 2010, 10:25:24 pm »
Well, now that Valve has confirmed that STEAM will be coming to the Mac in April (http://store.steampowered.com/news/3569/), this really opens the door wide for AudioSurf to come to Mac.  ;D

Not while it runs on Questviewer it doesn't.

No, but I mean developers that distribute via Steam now have the option to port their games to Mac easier than before; if Audiosurf was ported to Zune (XNA), it can be ported to Mac too.
« Last Edit: March 08, 2010, 10:27:49 pm by Ryan-C »