GP32 Gpquake On Sourceforge


no_skill

gp2x! bananas! mayhem! mayham!
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hi,

i've created a sourceforge.net project for gpQuake.
i'm going to upload the gpQuake source to cvs asap.

the first target of the project is to merge the gpQuake source with the new fixed point math source of PocketQuake.

Anyone who's interested may contribute.

here's the project: http://sourceforge.net/projects/gpquake
 
The first step should be discovering why it doesn't work for most people. There's not much point spending lots of time merging with the fixed point code only to find that it still won't run.
 
oh. i forgot to put up the source.
i've got some work to do right now. hope to have it up before 17:00 (then i'll be off until sunday and we want this up earlier, don't we?)

and yes:
of course the first milestone is to get the thing working with every smc before merging sources.

but i currently have doubts about getting it fully working ever. the gp32 has only 8 mb ram and the minimum specs for the pc version were 8-16mb in dos.

we could run out of ram rather quickly. and then we'd have to build a smc swap file which would
1. be rather hard (ever build your own page swapping/virtual memory system?)
2. be very slow (i think the smc are not the fastes thing around)


---

the files are up now. no cvs yet.
 
I got Doom running on a 386 with 4MB Ram so anythings possible. :)

Stuff like resolution (even if its windowed?) and turning off all the fancy effects will help. Bottomline is you need the engine to work (e.g. multilevel, look up /down etc..). Sound can be done in mod music to save on overhead etc..

The fact that the GP has no OS will also help things.

Good luck with this and Super Mario War!
 
thanks.
but gpSMW is almost canceled (currently).

i don't think i'll get a fully proper C++ environment up (without using commercial stuff like ADS).
so i'd have to rebuild the game in plain c, but other stuff has a higher priority *gg*.
 
hmm... i accidentally init'ed the gpquake cvs repository. i hope that didn't screw everything up.

the docu said that the servers are synchronized every 5 hours. so soon the gpquake cvs should be online too.
 
TeDaDeS posted on Jul 16 2004 at 03:13 PM said:
quake would be nice, but I only had a 128mb smc.

a fix for that would be nice :)
Try it anyway. I'm almost certain that the problem isn't to do with the card size.
 
Last edited by a moderator:
yes, it has to do with the cart size! It doesn´t work on both of my 128Mb SMC´s (one Samsung, one NoName), but works on my fathers 32Mb Olympus SMC.
 
I tryed the current version on a 128 smc and it seems fine untill you try to start a game

I was thinking about repartition my smc to 32mb see if that would work ?

about low fps on currnt version I think there was a command to make quake Flat shade (no texture) that would probably get a few more fps but how to enter the command on the console ? :D
 
To get it to compile I copied the files listed in the makefile from the win folder to the gp32 folder, then used one of my normal makefiles to compile it. Messy, and not the right thing to do, but it was quick and fairly simple ;)
Oh, and I had to modify a couple of files that were trying to include something in lowercase, but on my machine it was mixed case (probably because I use linux and the original code was done on a windows machine).
 
Hmmm for compile this projet i think that you must use ads because the project is named "gpquake.mpj" , it is maybe a mistake. :x

voilou je suis francais lool

grincheux
 
Ok guys, here it is!

Compiled with gcc 3.4, and clocked to 133, 156, 160, and 166, and most importantly should work for any size smc (I always knew that 32mb smc thing was crap - it was a memory problem afterall). Compiling with gcc 3.4 means that even 133 is now smoother than 160 was with an older gcc!.

http://gp32.sector808.org/quake/gpq133.fxe
http://gp32.sector808.org/quake/gpq156.fxe
http://gp32.sector808.org/quake/gpq160.fxe
http://gp32.sector808.org/quake/gpq166.fxe

You'll also need pak0.pak which goes in gpmm\quake\id1\

I'll post the code changes once I sort out exactly what I did to fix it, but from what I remember the only changes needed were uncommenting a couple of array defines in a couple of functions, and commenting out the mallocs that were being used instead.
 
very nice.. where are the ennemies ??? ;)
it works great on a blu (12fps) - 166 version
 
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