The PSP is more than 20 years old and has no reason to move ‘Counter-Strike’. A developer has decided to try

Those afternoons began with a simple gesture: turn on the computer and open ‘Counter Strike‘. Sometimes it happened at home and other times in an Internet cafe, still decisive in places where domestic connection was just beginning to spread. Then came the servers, network games and scenarios like de_dust2repeated until each hallway was familiar. For those of us who lived through that stage, “playing a Counter” did not just describe a video game, but a specific way to pass the time.

In 2005, the PSP was beginning to make a place for itself among players when ‘Counter-Strike’ had been on the PC for years and its version 1.6 had already become a reference. Sony’s laptop belonged to that same technological culture, but never received an official delivery of the Valve title. They shared a time, an audience and many hours of playing, although their paths did not cross. More than two decades later, a developer has decided to bring them closer through a project that does not go unnoticed.

The way chosen to bring Counter-Strike closer to the PSP is called OpenStrikea project that looks familiar on screen, although under that appearance something completely different works. We are not looking at Valve’s commercial game running on the laptop or a direct port of its engine, but rather a new implementation that recovers maps, rounds, shooting and combats against bots. Each user must provide the maps and textures from their own copy, while the movement, rules and rendering depend on a base created expressly for the project.

Behind that base is Yifeng Wang, known as doodlewind on GitHub, a developer linked to open software, interfaces and web technologies. Its objective was to test PocketJS and Pocket3D and demonstrate that that architecture could go beyond interfaces to support a 3D game in real time. As he explained when presenting OpenStrike, he chose the PSP because its hardware does not allow it to disguise an inefficient architecture with more memory or power. If that worked there, the demonstration would be much more convincing.

Open Strike Psp 1
Open Strike Psp 1

The first obstacle was elementary: the PSP cannot directly run a program created for the PC. Your processor uses a MIPS architecturedifferent from the one for which ‘Counter-Strike’ was compiled, and they also change the system, the libraries and the way of communicating with the graphics hardware. Copy the executable to a memory card would be like providing written instructions for another machine. You had to recompile and adapt the original code, emulate its environment or, as Wang did, build a new implementation that spoke the console language from the beginning.

Once the barrier of architecture was overcome, an even tighter fight remained: making everything fit and respond in time. The PSP-1000 had 32 MB of memory, of which the programs could use 24 MB, and its processor reached 333 MHz. Everything necessary for the game to work had to coexist within that margin. Maintaining 60 images per second meant doing all that work in about 16.7 milliseconds per frame, with no room for unnecessary calculations.

Yifeng Wang 1
Yifeng Wang 1

The solution was to prevent the PSP from calculating during the game everything that could be prepared in advance. OpenStrike incorporates the map lighting into the geometry itself, adapts the resources to the console format and takes advantage of the pre-calculated visibility information of the BSP maps to limit rendering to potentially visible areas. According to Wang’s measurements on a physical PSP, the test run on dust2 remains at 60 FPS, also during combat. It is still, however, a proof of concept without multiplayer, purchase phase or all the systems of the original game.

As shown in the demo published by the projectthe crossover between ‘Counter-Strike’ and the PSP no longer belongs solely to the realm of the imaginable. OpenStrike is still far from reproducing the full game, but it delivers on the essential promise: recovering a recognizable part of that experience. That is the true scope of Wang’s work. Not to demonstrate that the laptop hid an unknown power, but rather that its limits could still become the starting point for building something new.

Images | Yifeng Wang

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