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Bounce Zero

Port of the original game Bounce (2002, Java/Sun for Nokia 7210) to PlayStation Portable (PSP).
The game logic is fully reimplemented in C, using only the original assets from the Nokia phone version.
This project is for research purposes and does not modify the original content.

Screenshots

First screen
BOUN01179_00000 Main menu / pause menu
BOUN01179_00001 First level with HUD
BOUN01179_00002 Level select
BOUN01179_00003 Third level
BOUN01179_00004

Features

  • Reads and uses original game data from the 2002 JAR version of Bounce; includes the original Nokia 7210 font for authenticity
  • Full reimplementation of the game loop and physics
  • Compatible with real PSP hardware and the PPSSPP emulator
  • Minimal system requirements, no external dependencies

Build

You need PSP SDK (pspdev) installed.

sudo apt-get update
sudo apt-get install build-essential cmake pkgconf libreadline8 libusb-0.1 libgpgme11 libarchive-tools fakeroot wget
wget https://github.com/pspdev/pspdev/releases/latest/download/pspdev-ubuntu-latest-x86_64.tar.gz
tar -xvf pspdev-ubuntu-latest-x86_64.tar.gz -C $HOME
export PSPDEV="$HOME/pspdev"
export PATH="$PATH:$PSPDEV/bin"
make

The resulting EBOOT.PBP will appear in the release/ directory.

Tools

The tools/ folder contains utilities for generating fonts and atlases from source text data.
These scripts are not required for building the game, but they are useful for reproducing the font pipeline. Documentation for these tools is available in docs/font_txt_format.md. There is also tools/grid_watcher_1.py for viewing/checking the tile grid.

Run

Copy the contents of release/ to your PSP memory card:

/PSP/GAME/BounceZero/

Or open EBOOT.PBP in the PPSSPP emulator.

Compatibility

  • PlayStation Portable 6.00 or higher
  • PPSSPP emulator

License

The source code is licensed under MIT.
All original materials (Bounce, 2002) are owned by Nokia and/or Sun Microsystems and are used for research purposes only.

About the experiment

All source code was written using the Claude AI model
as part of a vibe-coding experiment — building a game engine
from behavioral and logic descriptions without manual programming.
This project exists for research purposes only.