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The Adobe Flash Player is available on all Sony PSP's that have been updated with firmware version 2.70 or higher. The Flash Player must be enabled by the user from the Settings menu. Once enabled, Flash content can be viewed from the built in Web Browser application. The Flash Player on the PSP is version 6, and content for it can be optimized for Player 6 r65. Note: version 6 of the Flash Player does not support Flash Video (FLV) so it's not possible to view sites such as YouTube that use Flash Video. The Flash Player runs as a plug-in in the PSP's Internet Browser.

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The PSP web browser currently has 2MB of RAM available to it, shared across its three browser 'tabs'. The browser itself is a complex bit of software that uses a lot of processing power to emulate a desktop-like web browsing experience on a very non-desktop device. Because of this, the Flash developer isn't left with a ton of memory or processing power to work with. An average frame rate of 30 frames per second is possible for very simple animations, but if you want to include detailed graphics, complex math, and layered sound effects, you should plan for a frame rate of around 12-15 fps. Also keep in mind that the amount of screen (in pixels) that your SWF file occupies will affect the overall performance of your game. The addressable screen area you have to create your Flash game content is 480 by 272 pixels. This limited amount of memory and processor speed is an issue that many Flash developers have never had to face before, and it can seem like an insurmountable challenge at first glance.

Luckily, a large community of very bright Flash Lite developers have been tackling these very issues for a while now and have come up with some very helpful guidelines, tricks, and tips for getting the most out of limited resources. These developers have written many helpful articles and tutorials on the subject, and they're just a click away in the Flash Lite Dev Center. In the ‘Where to Go from Here' section at the end of this article, there is a list of some that I've found particularly insightful. Another consideration is deciding how the game will flow. Ideally, the game should be structured in a way to deliver maximum impact to the player, while minimizing the drain on the processor. The PSP is perfectly capable of processing large amounts of data, displaying complicated animations, and listening for complex user input, but if you try to do all three at the same time it will tax the system and feel sluggish to the player.

If possible, spread the processing, animation and input over time so they don't overlap. Each game you develop will be a bit different, but in general, the more you can separate the processing and animation step, the smoother and more responsive your game will feel. Test early, Test often.

When building software for any handheld device, it's important to test it on the actual device as often as possible. Performance and timing is impossible to predict without testing.

Only by testing often can you get a feel for how each new element of the game is affecting performance, and optimize accordingly. There are two ways to easily test your Flash files on the PSP. The first is using a USB cable or card reader to transfer the game file to the memory card, and then opening the Internet Browser to view the file. The other way, and the one we find most convenient, is to publish the game file to a web server that the PSP can access wirelessly. Testing a new version of a SWF is as easy as hitting 'reload' in the Internet Browser. Code: Simplicity and Efficiency. When programming for the PSP, speed is king.

A wise programmer will carefully balance the elegance of Object-Oriented AS 2.0 code with the low-level quickness of simplistic frame based code (see Examples below). When it comes to code that runs every frame, the need for speed is paramount. Avoid expensive math operations and collision detection whenever possible. Use approximations instead of complex math operations. Use keyframe-based animation instead of code-based animation. Instead of dynamically attaching and removing movieClips from the library, just move them off-stage or set them invisible.

All those old great Flash 4 & 5 programming tricks still work and still produce wonderful results, so a bit of digging through tutorial archives can be well worth the effort. At Zodal, we use bitmaps for the majority of our in-game graphics. This approach works well on mobile devices with Flash Lite and we've found it works great on the PSP as well. Our artists have a cartoony pixilated style that translates well into 8-bit PNG files with transparencies. This format allows us to optimize the size of each file by reducing the color table to the bare minimum while preserving the detail of the original art. Another benefit of using bitmaps is the ability to set the quality of your movie to 'Low' for a significant speed boost with very little loss of visual quality. 'In The Crib with Rob & Big' is a PSP Flash game Zodal developed for DC Shoes/ Journey Shoes/ MTV.

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The game was used in the promotional build-up for an MTV reality show about a professional skateboarder, Rob Dyrdek, and his bodyguard/ best friend, Big Black. The game is playable on the, and was preinstalled on numerous PSPs given away in a contest. This project was Zodal's first PSP game, and our experience developing Flash Lite games for mobile phones and other devices was a great help in tackling this new platform. For the look and feel of the game, we decided to go Retro. An '8-bit console' look meant we could use simplistic pixilated bitmap graphics and large rectangular vector shapes. Not only do they look great on the PSP, but they also have a tiny file size and animate smoothly, even with a large number of them on screen simultaneously.

We also used very simplistic 'bleep and blip' sound effects that matched the retro look. These sounds are highly reusable and quite small, so that left plenty of space for really nice background music loops. The end-of-level boss battle is broken down into a series of attack moves. Big Black and the bad guy stand at opposite sides of the screen. When an attack begins, the two characters charge towards each other and a sequence of button commands appear on screen. Before the two characters collide, the player must try to input the move correctly.

If the player succeeds, Big Black will land his attack and an elaborate animation will show the devastating results. If they player fails to enter the command, the bad guy will land their move and an equally over-the-top animation will play.

The battle continues until one of the characters runs out of health points and gives up.

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