Overclock And Quake


Adamuk1

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Jan 28, 2004
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Has anyone ran GP Quake on a overclocked GP32 if so whats was the fps given that on a normal GP32 its a measly 4fps ?
 
Well, if its running at 133MHz non-everclocked, you'd expect the overclocked version to run at maybe 5fps at 166MHz. Ok, maybe you'd squeeze 10 out if you were lucky at 220MHz. Maybe. If you were very lucky.

But really, all that it needs is someone to port it again. Just no-one seems interested in doing so :(. The current source for the non-gp version is fixed point, which means it runs a lot lot lot faster on CPUs without a floating point unit. Which the GP32 doesn't have, hence why the current one (with lots and lots of floating point stuff) crawls along.
 
is there anyway that we could try to get someone to port it??
 
Tobriand posted on Jul 15 2004 at 08:08 AM said:
Well, if its running at 133MHz non-everclocked, you'd expect the overclocked version to run at maybe 5fps at 166MHz. Ok, maybe you'd squeeze 10 out if you were lucky at 220MHz. Maybe. If you were very lucky.

But really, all that it needs is someone to port it again. Just no-one seems interested in doing so :(. The current source for the non-gp version is fixed point, which means it runs a lot lot lot faster on CPUs without a floating point unit. Which the GP32 doesn't have, hence why the current one (with lots and lots of floating point stuff) crawls along.
where is that fixed point port?
i'm thinking about doing it (also contacted anders granlund (the author)) and i'm currently waiting for aproval of a gpQuake sf.net account.

but i want to get C++ working first.
gpquake only uses c, i know, but i have other stuff wip.
 
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Edit: Stupid me, answered the wrong question that didn't exist...

Sorry, err... where's the port? Not sure, to be honest. I know its the same one Anders Granlund used as his base for the current QuakeGP, though. Perhaps Pocketquake? He just ported it before they'd changed it over to fixed point.
 
as far as im aware pocketgp in open source and fixed point - just need someone with the paitence and know how to port it - It would be a great achivement and the ultimate game to have on the olde gp
 
Hey No skill

add this to the gp32.mk file

-lstdc++

it makes c++ work in devkitadv

Now onto GPquke

I had been trying to compile the orignal version ported to the gp32 then update the new FIXED version files from the pocket quake sources.

But it wont compile for me :(

I was told that it does compile using minigp but i didnt have any luck setting up minigp

but good luck No skill :)

:ph34r:
 
thanks nin.

the gpquake author said he used the official sdk with devkitadv (or somethin else).

i've tried to get it to compile with devkitarm, but with no sucess yet.

i'm going to give it a try with minigp32 and devkitadv this weekend.
if it works i'll update the code with the new pocketquake stuff.

i wanted to port it to mrmiko's sdk (maybe), but i think that's too much useless effort.
 
I tried it to compile like 10x and it drives me nuts... if someone ever get it compiled with minigp, that would be great :)
 
NiN^_^NiN posted on Jul 15 2004 at 02:28 PM said:
well dont forget its got a bug in it only loads on 32mb smc's i dont know why tho....

yeah about minigp i had a thread aaaaaaages ago and i think guyfawkes got it to compile on minigp

:ph34r:
where can I get Quake to try on my 32MB SMC ?
 
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I've got a feeling that this 32mb smc thing might either be a myth or just something incredibly strange going on. I've been looking through the code (got it to compile by using one of my standard makefiles, and copying all the files listed in the original makefile from the win folder into the gp32 folder), and the point when it crashes has nothing at all to do with loading from the smc. It seems to be while it is trying to render the objects, and could possibly be to do with memory as the function where it crashes starts off by trying to allocate some more. It's not even the first time that function gets executed as it seems to sucessfully get through a lot of the rendering loops.
 
I have been playing Quake for a while now with a 128mb SMC with no probs at all. Thought i'd just let u know. I have no idea why people experience this problem tho.


at
 
1. playing? (3-4fps ^= playing?)
2. which version? (quake pak)
  • shareware pak
  • full version
  • full version + pak2.pak (is this from a patch)
  • full version from the original cd (no patch)
3. how long did it load the first level?
 
atnotts posted on Jul 16 2004 at 12:52 PM said:
I have been playing Quake for a while now with a 128mb SMC with no probs at all. Thought i'd just let u know. I have no idea why people experience this problem tho.


at
What was reported for the heap size on the opening console screen? I get 5.8, but I'd be interested to see if different people get slightly different results.
 
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