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Quake is comming to the SPV


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Guest ultimasnake
Posted
I've seen many things done on this phone that folk believed could not be done. Things even MS probably thought could not be done. Nothing is impossible. (except maybe putting Aquafresh back in the tube!  )

And even that can be done with a bit of work.. and just like programming if you cant get it through the front hole where it comes out , just cut a little hole in the back and put it there 8)

but i think it might be possible.. and even hope it will :lol: since i JUST have to see it working.

Guest ultimasnake
Posted
I've seen many things done on this phone that folk believed could not be done. Things even MS probably thought could not be done. Nothing is impossible. (except maybe putting Aquafresh back in the tube!  )

And even that can be done with a bit of work.. and just like programming if you cant get it through the front hole where it comes out , just cut a little hole in the back and put it there 8)

but i think it might be possible.. and even hope it will :lol: since i JUST have to see it working. and if nobody tries... we will never know for sure

Guest midnight
Posted

fraser, maybe you misread muff's post, he didnt say its impossible, he should know, he has made a running version of it (several months ago), but hasnt had time to finish it because he is working on other games :lol:

theres nothing negative in saying it will require a lot of work if its the truth, in this case it is, as exo will no doubt agree to. Getting it running is one thing, making it playable is another

Posted

Nobody is going to disagree with you midnight, I think all of us would just like to see you be more ENCOURAGING to new developers. Implying that a particular project is a waste of time is not going to be benificial to the community. I'm sure someone with more experience was a great teacher to you before, we would just like to see you guys do the same :lol: Since we have the luxury of having experts like yourself and muff, i'm sure we all would appreciate your encouragement as much as you guys appreciate our thanks! Thanks!

Guest midnight
Posted

maybe its my accent or something, but i'm not discouraging the development of this in any way, i've only really made on bad comment (and that was meant as a joke by the way, bad one admittedly), and i have never said its a waste of time, of course it isnt, i'm not having a go, and muff was being helpfull to exo pointing out some problems that could/will occur.

Guest ultimasnake
Posted

errrr

'c:hostingwebhost4lifememberizainot2.wmv' script produced no output

:lol:

Guest ultimasnake
Posted

WOW COOL.. it worked now ... I want to test it.. it looks great :lol: .... :) it runs at a decent speed even... wonder if it will run a bit better on my spv :D

Posted

That looks plenty playable to me! (at least playable enough to rub it in some of my non-believer friends faces)

Posted

whell this is some cool news.. posting on my site right away :lol:

and i love to get that game working 4 E100

Posted

OK if this doesn't work for you don't blame me

Go to http://quake.pocketmatrix.com/ and download the game files plus the wad files.

I installed as per instructions on my 128mb mmc card

Found the .exe file on the card and ran it.

Sat back waited for a while and eventually with patience got a new game running on the spv e200

Controls for walking are on the stick with jump being one click.

Number keys swap weapons, haven't played to see if fire is there.

Long story short this is the basic Pocket PC version (ran on my tosh e330) with no smartphone adaptions

It seems to be as quick as the demo movie earlier in this post but takes a bit longer to boot through

It is mainly unplayable stil owing to the fps

Cheers !!

Posted

quick update,

is actually vaguely playable

can map button through menu options (i.e. volume up is recongnised as space and can be set as jump)

sound works fine, might be a bit quicker if turned off

BTW This ins't a joke but I would be suprised if others who have looked at porting this to the spv haven't found this already.

Posted

Hi all

Due to the recent interest in Quake again (and some favourable speed reports from Paul on the mpx200 and e200), and in order to help out exosyphen, I'm releasing all the stuff I did on Quake earlier this year

It's released as is, and I dont plan on supporting it at all - I'm too busy on coding new games at the moment

the code is compilable in eVC3 - and is based on the excellent work of Dan East and co over at pocketmatrix.com

all installation instructions are in a text file in the game zip file

muff

TIP

---

if you download the shareware pak file from pocketmatrix - the .gz file you get from the zip can be unzipped again (to get the original 17Mb pak file) to increase loading speeds (but obviously this requires more space on the SD card)

the shareware pak can be downloaded from http://quake.pocketmatrix.com/download.php

KNOWN ISSUES / MISSING FEATURES

-------------------------------

- sound is disabled

- save / load disabled

- occasionally doors vanish then reappear

- status bar is too big for the screen, and some parts are missing

- some UI screens are too large

- support for rogue and hipnotic expansion packs has been removed to make exe smaller

SPVQuake.zip

SPVQuake_src.zip

Guest sabio_proeliat
Posted

On mitac it works really good THANKS :lol:

Guest exosyphen
Posted

My build will be also out soon.

Btw muff ... thanks for the great support.

A very quick note for those into working with the Quake sourcecode on the SPV.

Quake has a nasty feature of grabbing all available memory, and this can lead to an unusable phone (you have to rewrite the ROM).

This is the main reason I delayed my release.

Muff told me also got this bug fixed but it seems to me that he did it in a different way.

For anyone that reads this, look in sys_win.c and look at the part where the membase pointer is allocated. Ignore anything and allocate a fixed size heap.

Cheers,

Robert

Guest Skitals
Posted

Very nice :lol: Ive been following Pocket Quake for ppc since day 1. Its nice to see this ported to Smartphone and released publically the day after I get my first smartphone (verizon... i600). It plays very nice on my i600. The large areas kill it (2-5fps) but its great with indoor areas (7-18fps). I beat the first level no problem before I started tweaking :D

My ONLY complaint is I cant get timedemo working. When I add it to the config it says it doesnt know the command "Play Demo" or something. I noticed some other console commands were stripped from the PPC version. Is there any way I am missing to do a time demo?

Overall the playing experience is reminisent of the initial releases on the earlier ipaqs. So much fun 8) One thing that I noticed... I rotated the screen to landscape and maxamized the screen area (removing the health/inventory heads-up) and noticed no slow down at all. At first I actually thought it was going FASTER. This is why I wanted to do the timedemo to compare. I was so suprised because I remember going into landscape and making the screen max would slow down so much with my older pocketpcs. I loaded up some cfg tweaks I use to use on the ppc and they seemed to not have much of an effect.

Thanks again!

Posted

timedemo is indeed removed, as are all demo playback/record functions - they were causing me hassle, so I disabled them

sorry

maybe exosyphen's release will have them still in :lol:

as for the overall speed - well as I keep trying to tell people, the 3d stuff is all written to use a floating point unit which the SPV's only emulates (no native FPU)

this means that all geometry calculations are being run through the floating point emulator every time you do something - which slows it down hugely

so the reason you wont get any faster with tweaks is because the current code is geometry math limited, so unless you drop the view distance down to really short, or make really simple maps, it wont get any better until someone converts the engine to fixed point maths (i.e. no floating point anyware)

to prove this, run the demo with a key bound to "r_drawflat 1"

this draws the maps without textures, note that it doesn't really get any faster - proving that the 3d stuff is the limiting factor (tho no doubt the texture mapper can possibly go a little faster)

also for a true release for the spv all the data needs looking at, textures made smaller, maps simplified etc,etc - LOTS of work to do this alone, as well as copyright issues as you would be creating derivative work

Posted

I renamed the executable to PocketMuffQuake.exe and threw it in the quake directory with the original PPC version. :lol:

PocketMuffQuake runs much faster and making the view screen smaller speeds it up even further. Havent tried making the screen smaller on the original PPC version but im sure it would speed that version up as well.

The original PPC version has 'timedemo demo1' working. I got something like 14fps on an iPaq 5550 (400MHz xscale). Have not tried it on the SC1100 yet but i would think it would only get around 3-4fps.

The original PPC version has sound and that seems to slow it down.

It would be great to see how it performs on the i600.

Guest exosyphen
Posted

I am still waiting for an official answer from id Software.

If they allow me, I will make a ripped off .pak with reduced graphics, etc.

The Quake texture mapper is fast, and indeed the 3D math kills a lot of the speed.

Carmack itself designed the engine to heavily use the FPU

One of the first steps I will do, it will be to get into the high-level math functions. sqrt kills up a lot, for instance.

There is also a lot of code overhead that would need to be reduced.

Keep in mind that Carmack designed the game with multiplayer in scope.

Even in a single-player mode, there is still a local server and a lot of data goes around between client and server.

A quick question for anyone who knows the answer : what is the cache size on the ARM CPU? ... if there is one at all.

Guest ultimasnake
Posted

i can't wait for your release exosyphen :lol:....

going to try the pocketquake version of MUFF now.. and see how that works....

to bad i am not a c++ programmer , else i would have helped :D

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