Quake 1


Pickle

Mega GP Mania
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Based off woogals gp2x port.

Again this using the 8 bpp to 16 bpp conversion, so theres some wasted cycles


Benchmarks of timedemo demo1:

gpquake SDL(8>16) 969 frames 43.4 seconds 22.3 fps
tyrquake SDL(8>16) 969 frames 58.4 seconds 16.6 fps
gpquake (libcastor) 969 frames 38.9 seconds 24.9 fps
tyrquake (libcastor) 969 frames 52.1 seconds 18.6 fps
tyrquake (libcastor 32mb heap) 969 frames 49.5 seconds 19.6 fps
 
Plays as smooth as Doom, and at maximum screen size!

The GP2X never achieved this performance even with a poststamp-sized render window running at 240Mhz. Tips for those using the .cfg from Gp2X Quake: turn "always run" to on, and assign SHIFT to "+strafe".

Cheers Pickle, all that I need you to do now is my uni course work, so that I may go play all these goodies :D
 
Alex. said:
Plays as smooth as Doom, and at maximum screen size! The GP2X never achieved this performance even with a poststamp-sized render window running at 240Mhz.


Beautiful isnt it?

Alex. said:
Tips for those using the .cfg from Gp2X Quake: turn "always run" to on, and assign SHIFT to "+strafe".


Good idea

Alex. said:
Cheers Pickle, all that I need you to do now is my uni course work, so that I may go play all these goodies :D

Sure as long as you do my day job.

(P.S. Where's is sqdef fow wiz :rolleyes: ?)
 
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I have a new quake engine close to being done for a first version.

Its based off the tyrquake engine. I took the code from gpquake and inserted it into this engine and its working.

The difference is quality. gpquake is based off pocketquake which does things to make it run on slow handheld devices like a pocktpc.
Well tyrquake is the normal engine with all the precision.

Noticeable changes, no disappearing walls, better texture filtering. There may be a slight decrease in speed but its not bad.

Im going to try and bench mark everything to show improvements.
 
Works great here. Couldn't get gpquake to work tho.

Is there a list for the key mapping somewhere? Trying to edit the config is pretty irritating right now, since those key names don't mean anything.

E.g. some list which shows the Wiz->Quake mapping like:

menu = escape
a = ctrl

etc. So, if I want to use the A button, I only need to take a look at that list and then I can see that I gotta bind CTRL.
 
A quick question: I was playing 'Sonic CD' earlier on PicoDrive after re-encoding the MP3s, and it got me thinking, could your Quake port have the soundtrack playing or will it be to much of a strain on the hardware?
 
beavith said:
I agree with Neil. Music is always appreciated :)

I second this motion, Quake without NIN is like a cheeseburger without cheese
 
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Neil L said:
A quick question: I was playing 'Sonic CD' earlier on PicoDrive after re-encoding the MP3s, and it got me thinking, could your Quake port have the soundtrack playing or will it be to much of a strain on the hardware?

No, I think you're right and the Wiz can handle it. Notaz uses the very good ARM fixed-point optimized MP3 decoder Helix in PicoDrive:

https://datatype.helixcommunity.org/Mp3dec

I estimate, that the Wiz will use not more than 50Mhz to play MP3 music @ 128 Kbps.
 
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Ooh, it could be possible then. I'll dig out my Quake, Scourge of Armagon & Dissolution of Eternity CDs ready to rip to MP3s.
It doesn't seem the same without the music. (If this is done, will the right tracks play in the right places?)

I think Quake 2 with music would be pushing it. (Especially the mission packs) :unsure:
 
Cool, I do rather enjoy quake and its been good fun playing it on the DS. Dunno if this will help you or if your aware of it. Quake 1 DS and Quake 2 DS

The guy who is/has worked on this has his source code for download as well.
 
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