Specifically, does it look like a lucrative area? Also, what are the dev tools like? I'm assuming there are official and non-official ways to go (re: dev tools and official dev status, assuming Sony are like the big N here).
Personally, I find the minis thing definitaly a step into the right direction, for both, the platform as well as devs. The dev tools are the "usual" things official PSP devs get, the HW TOOLs and the SDK. Not sure what you mean by "non-official ways to go" though....
I just want to double that there is no such thing as PSP-Go development. PSP-Go features are not accessible in the current SDK and atm, sony does not permit any trickery/hacks to determine what version of the platform you're on. So all models are treated the same. The only feature of the PSP-Go that would be of any use to a game would be Bluetooth. Mini are treated differently then a normal PSP game. There are specific restrictions kept to simplify the submission process as well as possible compatibility with PS3's PSP emu (used to play minis on the PS3). If you have any dev questions regarding the PSP, feel free to ask and i'll help where I can (i'm a former hb coder, and i've worked on a few commercial psp games). Porting from HB SDK to official sdk is pretty simple. I've done it my self. It mostly is just renaming functions to the proper name. You will have to port though, sony would never allow a game that wasn't done with the official sdk. A lot of this has to do with the SDK revising it self to be in line with the newest firmware. Close. It's not opengl but it is opengl like. There is a homebrew opengl but it's not worth using in a real product.
480x272 Non-official, for example, for GBA development you could get Emulators, and Compilers etc, everything you needed to create a final image that would work on a real GBA. There's no such thing for PSP-go? So far, there has been little in the way of PSP-go-specific development. All Minis and PSP games so far are available on both platforms, as far as I know. The is no "PSPgo only" development, the GO is treated as every other PSP (1k, 2k and 3k) is. Besides it doesn't have any "GO exclusive" features - at least none games can use. If you want to make unofficial software, you can grab the homebrew PSPSDK and go wild Execution of that requires CFW though. But even SW made with the official SDK requires CFW if not officially released and sanctioned by SCE. Thanks Hellcat. A good option could be to develop a game or prototype using unofficial kit, and once the game is near complete, invest in official kit and membership of any developer program as required by Sony. So long as you have all the source code and game assets, shouldn't be too painful.. It's C/C++ and OpenGL too? Is that correct? Just out of curiosity, what's the screen resolution? Cheers,
If you want to know about the resolution of the psp go ,il 480x272 Pixels. 16GB of hdd,processor PSP CPU (Fréquence Système 1-333 MHz,like the psp if a remember well).
Well, it's flash storage, not HDD, and when doing official development you only have the choice of 222 MHz and 333 MHz - for minis you're restraint to only 222 MHz. Apart from that the GO is the very same as any other PSP, yeah. And devs can't use the bluetooth as well.
Hasen't anything to do with SDK or minis or whatsoever, but yes, in the XMB's BT settings you can pair an audio device and use that for audio output. Using my BT Logitech speakers most of the time for audio.