#150674 - simonjhall - Sun Feb 10, 2008 2:43 pm
I said I'd never actually work on this game, but here I am releasing it!
So here it is, Quake II for Nintendo DS: http://quake.drunkencoders.com
To play the game you require a homebrew-enabled DS, and some kind of way of playing homebrew on your DS.
You also require a slot-2 card that has a minimum of 16 megabytes of RAM on it. When playing, you do not however need to place the data files and the program on your slot-2 card - if you also have a slot-1 card then you will have better load times if you play the game with both cards in use. You will still need to the slot-2 card inserted to make use of the RAM, though.
To install:
- make a directory named baseq2 in the root of your card
- copy the pak files from the baseq2 directory of your CD or Q2 install into this baseq2 directory
- download the config file from the web site and place it in the directory
- from the game archive file take the quake2.nds file, dldi patch it and place it in the root of your flash card
- plug in your slot-2 RAM card into your DS
- turn on your DS.
To reiterate - you'll get better performance if the game and it's data files are on something like and R4 in slot-1 than if you put your data files on your slot-2 RAM card. Unless your slot-1 card is a GnM...
Overclocking memory:
The performance of the game heavily depends on the speed of your RAM. Slot-2 RAM is very slow, but you can overclock it to make it up to 40% faster if you have the right type of flash card. When the game starts, try changing the speed option from slowest to slower or slow and see if the game starts ok. If it does then you're in luck :-)
Don't forget to try memtestARM to see more reliably if you card can be overclocked.
About the game:
- every level is playable in single-player mode
- there is no multiplayer
- nearly all graphical effects are done by the DS hardware
- there's auto and manual saving
- there's no mod or TC support (not my fault, I'm afraid)
- there's an on-screen keyboard as well as eight touch buttons (so you can bind functions to them)
The bad stuff:
- again, no multiplayer
- some levels are poorly coded and the performance will hit the floor (in particular security.bsp)
- GUI Z sorting is broken
- no sprite rendering
- some textures are misaligned
- cinematic rendering is disabled
- bits of the world will often pop in/out cos the DS GPU is SO overworked by this game! Some boss models have more polys than the DS can render in a frame...
Reasons I'm releasing this early is cos a) I'm too busy to work on this properly b) my computers all have faulty PSUs! c) most of my flash card readers have disintegrated!
Finally, if you enjoy the game and want the bugs sorted please drop some pennies on THIS LINK
Thanks for playing
Simon
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#150679 - Mort Rouge - Sun Feb 10, 2008 3:34 pm
#150681 - Fling - Sun Feb 10, 2008 3:59 pm
Quite a surprise, since yeah as you said, thought you weren't even working on it. Plus having loaded a few MD2 files myself in random projects, I figured the poly count of a typical scene in-game would be too much. Glad it isn't such a big problem as I once thought!
Excellent work, I just had a load of fun quickly playing through the first level. Shame my Supercard miniSD doesn't seem to support the RAM overclocking :(. (Wouldn't start on anything but the "slowest" option regardless of auto-detect or not).
One question / problem though... seems I can't get the "Video" options menu to pop up. When I select it, I just get the twirling 'X' on the bottom screen that seems to sit there forever. I can cancel it and continue on with the game if I want, but I was kinda hoping to turn the brightness up a bit, heh.
#150682 - Hogmeister - Sun Feb 10, 2008 4:00 pm
very nice, love your work simon keep it up :) donated some $ to ya. hope it helps in any way (undisintegrate your flashcard readers maybe lol)
nothing you can do but i kinda enjoy the fact that you plugged away at the game even though boss models have more polys than the ds can render in a single frame ... i find that humerous in more ways than one..
can't say it enough, thanks for all your work on quakeDS (i show it off pretty much everywhere i go, quake is just awesome and when its on the DS its even more awesome).... now quake2 omg thanks a ton
#150683 - pas - Sun Feb 10, 2008 4:09 pm
hopefully the 3 in 1 ordered will pay now ! Great work simon !
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#150685 - elwing - Sun Feb 10, 2008 4:45 pm
by the way, quake2 works perfectly with the shareware pak, for all the people that don't own quake2...
#150686 - elwing - Sun Feb 10, 2008 4:54 pm
Fling wrote: |
One question / problem though... seems I can't get the "Video" options menu to pop up. When I select it, I just get the twirling 'X' on the bottom screen that seems to sit there forever. I can cancel it and continue on with the game if I want, but I was kinda hoping to turn the brightness up a bit, heh. |
there is actually no video menu... that is not a problem... guess you'll have to play in the dark like us :)
#150687 - simonjhall - Sun Feb 10, 2008 6:16 pm
Thanks for the kind comments guys :-)
I also forgot to say thanks here to the people who helped me get this out the door either through testing, donations or just tech support. Big thanks.
@elwing, thanks again to you mate. I think you found more bugs than most people!
@pas, the 3-in-1 is IMO the best card that you can play this game on. It's actually faster than the M3, and cheaper too! Also (in case anyone's wondering), there is no advantage to having a 32 meg card over a 16 meg card. If I had taken the time I could probably get the game working in 8 meg, to allow the Opera expansion to work with it...
@hogmeister, very much appreciated. Thanks very much!
@fling, the polygon count is a serious problem in this game! You may have notice that I fade the models out (and don't draw them) beyond a certain distance? That really helps the polygon count (I'm gonna have a better solution in v2) but it's still not enough. It'd be really really nice if Q2 had a model LOD'ing system...
Oh yeah, there's nothing on the video menu. Again, not enough time...
Things coming in version 2:
- speed
- multiplayer
- video menu :-)
- maybe music
- bug fixes
- video playback
- better polygon limit solution
- HDR effects?
_________________
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#150688 - SiW - Sun Feb 10, 2008 6:31 pm
Can't actually run it myself, but I'm sure it's excellent work :D
It's been a long time since I messed with the Quake games, but seeing as people like to do "high res" replacement packs for old games, wouldn't it be feasible to do the opposite, and make a "low res" version for DSQ2? I think with the poly counts we're talking about you'd get a better result than any dynamic LOD that you could do. Of course it's a lot of work either way, but if the community is up for it..
It's funny, I just reinstalled Q2 on my son's PC, and I'm afraid to say I forgot how to get into the base properly, haha
#150691 - Fling - Sun Feb 10, 2008 7:04 pm
simonjhall wrote: |
@fling, the polygon count is a serious problem in this game! You may have notice that I fade the models out (and don't draw them) beyond a certain distance? That really helps the polygon count (I'm gonna have a better solution in v2) but it's still not enough. It'd be really really nice if Q2 had a model LOD'ing system... |
Yeah thats what I meant actually... I originally figured by doing something like that, you'd end up having to cut out too much resulting in something unplayable... turns out there was a pretty good balance I guess. :p
#150698 - mortys - Sun Feb 10, 2008 11:51 pm
I can only say Hail to Simon !
Great work and even it's not perfect it's perfect for me !
If you can works on a new version it'll be perfect but if not It's already perfect !
I always know DS was a great console, it only need great coders and great ideas !
One more time : THANKS A LOT !
#150711 - MasterMan - Mon Feb 11, 2008 2:21 am
Thanks simon, it looks quite playable, but freezes to me in the start of the demo or when i start a new game. I'm using Supercard CF, wich works only in slowest setup.
It's amazing to see what you've done wirh the poor DS.
#150723 - Shtroodle - Mon Feb 11, 2008 1:23 pm
I can't try it out since I don't have a Slot-2 card, but I wanted to thank you for releasing this. Amazing stuff.
Hope you'll continue to work on the improved version - at you own leisure, of course ;)
#150727 - Megatron-UK - Mon Feb 11, 2008 2:57 pm
I just registered to say this is great news! I've played Simons excellent version of the original Quake (and sent a donation for his sterling work), but getting Quake 2 running in a playable state is very, very impressive indeed.
I now need to get myself a Slot-2 with ram though! :-)
#150748 - elhobbs - Mon Feb 11, 2008 10:37 pm
simon - are you too busy to work on quake 2 because you already started porting quake 3 to the ds?
should quake 2 be able to run with just a slot-2 to supercard lite micro-sd?I do not have a slot-1 card. it dies after switching the console and says that it can not find "pics/colormap.pcx". I am using the slowest ram setting. It does find and load the pack files, but for some reason says it can not find this file.
#150749 - simonjhall - Mon Feb 11, 2008 10:56 pm
Hello mate. If you've made it past the memory detection stage then the game should run on your card!
On some cards (esp supercard variants) the dldi driver corrupts the data stream as it's pulled from disk (seriously) and stuff goes askew...
The solution to this is either run with a slot-1 card as well (with the data on there instead) or extract your pak files into the baseq2 directory (maintaining the directory structure of the paks) then remove the pak files from your flash card. Try that!
Let me know how you get on.
PS: Q3, no f*ckin' way! I actually spoke to the ez flash guys a long time ago about making some 'big ram' cards for this game...but nothing happened.
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#150750 - melw - Mon Feb 11, 2008 11:29 pm
Yay! Congrats for getting the release done!
#150756 - elhobbs - Tue Feb 12, 2008 3:13 am
simon - I extracted the pak files and got it running on my supercard lite micro-sd. thanks for the advise - is this an issue with the dldi driver, libfat, or the supercard itself?
In any case, excellent job porting q1 and q2.
#150758 - Doom5 - Tue Feb 12, 2008 3:56 am
For Supercard users having trouble, try this modifed DLDI driver a great guy released http://blog.dev-scene.com/barni/2007/08/28/7/
It's made applications that didn't work on my supercard lite work great. You can also rename the file to dldi.scp(sp?) on the root folder of your microsd card for auto dldi patching.
#150766 - ingramb - Tue Feb 12, 2008 10:29 am
Just wanted to say that this is really really cool. This looks amazing running on the ds screen. Great job!!!
#150767 - simonjhall - Tue Feb 12, 2008 10:30 am
Tbh I have no idea why there's corruption. I've tried reformatting cards, defragging cards, changing cards etc and I still get the same repeatable problems with my supercard!
What does happen with my SC though is that when the pak file contents file is loaded (done with a single fread, no funny business) there's an extra byte inserted / a single byte missing from the middle of that table. That means that the file names can no longer be matched (when the pak is searched with strcmp) and the file offsets are mangled cos they're all up/down by a byte! Awesome.
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#150772 - AleX_XelA - Tue Feb 12, 2008 2:30 pm
AMAZING work Simon! The game plays really nicely on my M3 Lite (without any Slot-1 component though)! I do have a question though :
How come I cannot use the "Slow" mode considering the M3 Lite has one of the fastest RAM? In fact, when I try to run the Slow mode, it doesn't continue normally, whereas it runs perfectly well on the 'slower' mode.
In any case, this is GREAT! Keep up the amazing work, and maybe try to update Quake DS with some of the neat stuff you put in Quake 2 DS, so it doesn't lag in any level anymore.
#150778 - mufunyo - Tue Feb 12, 2008 8:08 pm
AleX_XelA wrote: |
How come I cannot use the "Slow" mode considering the M3 Lite has one of the fastest RAM? |
*cough*
simonjhall wrote: |
the 3-in-1 is IMO the best card that you can play this game on. It's actually faster than the M3, and cheaper too! Also (in case anyone's wondering), there is no advantage to having a 32 meg card over a 16 meg card. |
#150779 - maikelsteneker - Tue Feb 12, 2008 8:22 pm
mufunyo wrote: |
AleX_XelA wrote: | How come I cannot use the "Slow" mode considering the M3 Lite has one of the fastest RAM? |
*cough*
simonjhall wrote: | the 3-in-1 is IMO the best card that you can play this game on. It's actually faster than the M3, and cheaper too! Also (in case anyone's wondering), there is no advantage to having a 32 meg card over a 16 meg card. |
|
Still, it's strange. I have an M3 Real and M3 Perfect, and I can use any option I want. Actually, I don't notice any difference when using the 3in1.
#150789 - elwing - Tue Feb 12, 2008 9:09 pm
AleX_XelA wrote: |
How come I cannot use the "Slow" mode considering the M3 Lite has one of the fastest RAM? In fact, when I try to run the Slow mode, it doesn't continue normally, whereas it runs perfectly well on the 'slower' mode.
In any case, this is GREAT! Keep up the amazing work, and maybe try to update Quake DS with some of the neat stuff you put in Quake 2 DS, so it doesn't lag in any level anymore. |
M3 ram is easily overclockable, but for an unknown reason with both quake1 and 2 when the fat is also on the slot2 the M3 can't be overcloaked as much... to be able to use the M3 with ram at full speed you need to have the pak file on a slot 1 device.... not great for myelf who only own a passcard3... I'm still able to overclock it to the middle setting without any problem trough...
#150791 - simonjhall - Tue Feb 12, 2008 9:55 pm
The M3 was by far the hardest card to get the game running on, esp since I don't own one! I have no idea why it works better when fat is on slot-1: you'll have to ask team m3. There are a lot of gotchas when using the RAM on this card and I think I really should put some notes up somewhere from all my findings.
But it does raise an interesting point: maybe I should drop the latencies right down when I'm doing fat access? Are there potential data corruption issues when doing fread/fwrite with low latency timings? Anyone want to put me in contact with a tech guy at M3? ;-)
Btw: wtf is an ewin? Is it a supercard knock off? People are getting mixed results with this card...
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#150813 - lord_hardware - Wed Feb 13, 2008 1:24 am
simonjhall wrote: |
Btw: wtf is an ewin? Is it a supercard knock off? People are getting mixed results with this card... |
from what i can see... its cheap and buggy, a couple of online stores have stopped stocking them because *hem* they're shit
_________________
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#150816 - Lazy1 - Wed Feb 13, 2008 1:45 am
Weird, my pak file is missing colormap.pcx and even extracted it doesn't load :/
Did I just get a bad file or is that missing for everyone else too?
#150817 - Hogmeister - Wed Feb 13, 2008 1:56 am
odd, i finally got around to finding my quake4 collectors edition DVD (comes with quake2 :) ) and installed quake2.. copied over the pak files, first load it worked great.
using an m3 Real Perfect bundle here... put the game on the slot 1 SDHC card, while using the GBA expansion slot for RAM. first boot it worked great, and i've played quakeDS on it a number of times. So i wanted to see if i could set it to "slower" or "slow" and see if it runs any better, i promptly powered the DS down and back up, and when i try to play any setting now (even slowest, which worked the first time.. with autodetect for the card type) i get "not enough memory" error with it saying possibly misdetected.
*shrug* i'll get around to testing it more :)
edit: upon further testing, it looks as though it works every time as G6 Flash set to Slower.
for those with E-Win gba carts they're the same thing that the m3 real ships with (m3 just repackages it, if you open the case up tho it says E-Win right on the board) so these settings should work for you as well. i can't guarantee anything though but like i said g6 flash and slower (try slowest if nothing else, that works too).
thanks again simon :)
#150826 - another world - Wed Feb 13, 2008 4:00 am
could somone actually post up a list of slot2 cards that contain 16megs of ram?
with some of the recent apps using slot2 ram i would love to see a company step up and release a 32meg (or so) slot2 ram cart!
-AW
#150828 - dantheman - Wed Feb 13, 2008 4:38 am
another world wrote: |
could somone actually post up a list of slot2 cards that contain 16megs of ram?
with some of the recent apps using slot2 ram i would love to see a company step up and release a 32meg (or so) slot2 ram cart!
-AW |
EZ-V 3in1 contains 16 MB
non-Rumble Supercard, M3 Perfect, G6, M3 Real GBA pack, and Ewin expansion pack all contain 32 MB. See http://quake.drunkencoders.com/index_q2.html for the other EZ-Flash products. Simon has stated that the extra 16 MB won't help here with Quake II, but at least in the case of DSLinux having the full 32 MB is extremely helpful in preventing crashes
#150834 - username - Wed Feb 13, 2008 6:17 am
Awesome, awesome work once again simonjhall! Your work always astounds me. I just wish it didn't run the games for you, as they're definitely classics.
Just curious... how much of what you've applied to Q2 can be applied to Q1? That runs great so far, so I figure with all you've learned from Q2 it could be improved to be more-or-less flawless (I'm not suggesting you should do it, though, you've given us more than plenty). Anyways, thanks again!
#150869 - the warlock - Wed Feb 13, 2008 9:44 pm
Amazing! I kind of figured this might be too much for the DS to handle. I'm glad to be proven wrong.
#150894 - mortys - Thu Feb 14, 2008 2:15 pm
Hi Simon
I was wondering if you think that it could be possible to implement the use of the rumbnle pack in Quake II DS as the 3in1 have this feature and is the most reliable memory pack for Quake. It could be could to have an option to have the rumble when we're hit. It can be manage by the amount of damage taken.
#150898 - username - Thu Feb 14, 2008 3:04 pm
^^I'd be very surprised if that happens. You can't use both the rumble and the exram at the same time, as far as I know.
#150899 - mortys - Thu Feb 14, 2008 4:03 pm
So question closed :)
#150900 - simonjhall - Thu Feb 14, 2008 4:32 pm
I was going to add rumble into the game (I do think it's technically possible) it's just the I have a phat DS, and in order to fit the 3-in-1 into my DS I have to pull it apart. First time I used the rumble test demo the thing fell apart!
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#150901 - maikelsteneker - Thu Feb 14, 2008 4:52 pm
simonjhall wrote: |
I was going to add rumble into the game (I do think it's technically possible) it's just the I have a phat DS, and in order to fit the 3-in-1 into my DS I have to pull it apart. First time I used the rumble test demo the thing fell apart! |
Yeah, it should be technically possible in homebrew.
Rumble sounds great! If you add it, it should be possible to turn it off too though.
I also have a 3in1 Lite for my DS Phat, but Rumble works great in it! I just remove the screw and the top, and it works great! Maybe it was just bad luck...
You could also use a lower setting, so the Rumble isn't too hard.
#150902 - mortys - Thu Feb 14, 2008 5:08 pm
Hi Simon
Happy to hear that you already plan to add rumble in Quake II DS. Whith that we'll get one of the best port ever (on an handled console, of course).
I'd like to know if the lack os lightmap is due to the Ds horsepower or "just" that you plan to add it later (I supposed it's the first answer...) ?
Thanks for your work
#150963 - XDelusion - Sat Feb 16, 2008 1:58 am
Not good enough to play, but man this is cool! What a surprise!
I hope to see this RAM overclocking technique use in DOOMDS, Quake, SNES, and perhaps a web browser if possible.
Too bad Opera did not think of that before releasing there great browser in crap form for the DS. :/
#150966 - tepples - Sat Feb 16, 2008 3:10 am
How do we know that the Nintendo DS Browser doesn't already clock the Nintendo DS Memory Expansion Pak at 2,1?
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#150968 - Sektor - Sat Feb 16, 2008 3:49 am
Even overclocked, GBA slot RAM is much slower than DS main RAM. There would be little or no speed benefit for apps that can run with 4MB of RAM.
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#150970 - coolbho3000 - Sat Feb 16, 2008 4:12 am
tepples wrote: |
How do we know that the Nintendo DS Browser doesn't already clock the Nintendo DS Memory Expansion Pak at 2,1? |
Perhaps because of the fact that the Supercard compatibility patch for the browser works, and the Supercard cannot be clocked at that speed.
#150972 - tepples - Sat Feb 16, 2008 4:31 am
coolbho3000 wrote: |
tepples wrote: | How do we know that the Nintendo DS Browser doesn't already clock the Nintendo DS Memory Expansion Pak at 2,1? |
Perhaps because of the fact that the Supercard compatibility patch for the browser works, and the Supercard cannot be clocked at that speed. |
Most Supercard compatibility patches change the GBA ROM wait states to 4,2. Has the patch you're talking about been disassembled?
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#150975 - dantheman - Sat Feb 16, 2008 7:04 am
For what it's worth, I see no speed difference between using the official Opera RAM pack and using my Supercard miniSD using Chishm's "Opera RAM" program. The Supercard uses more power, but that's it. Since the slot-2 RAM is used mostly for storing images (from my understanding), I'd imagine the main bottleneck in the Opera browser is the DS's processor speed as it attempts to format the page and render the images correctly, not the speed at which the images are stored in slot-2 RAM.
#150978 - elwing - Sat Feb 16, 2008 9:08 am
XDelusion wrote: |
Not good enough to play, but man this is cool! What a surprise! |
It's already good enough in my opinion, but if you really think it is too laggy try with the demo pak files, they are MUCH smaller and there's a huge performance increase when running those... by the way did you raise the cluster size to 64k? that also help for pak access
#151429 - the warlock - Tue Feb 26, 2008 2:23 am
Sektor wrote: |
Even overclocked, GBA slot RAM is much slower than DS main RAM. There would be little or no speed benefit for apps that can run with 4MB of RAM. |
There's a reason why Simon named the speeds "Slow", "Slower", and "Slowest".
#151433 - simonjhall - Tue Feb 26, 2008 8:47 am
the warlock wrote: |
Sektor wrote: | Even overclocked, GBA slot RAM is much slower than DS main RAM. There would be little or no speed benefit for apps that can run with 4MB of RAM. |
There's a reason why Simon named the speeds "Slow", "Slower", and "Slowest". |
FINALLY someone who gets the joke :-)
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#151434 - elwing - Tue Feb 26, 2008 9:35 am
simonjhall wrote: |
the warlock wrote: | Sektor wrote: | Even overclocked, GBA slot RAM is much slower than DS main RAM. There would be little or no speed benefit for apps that can run with 4MB of RAM. |
There's a reason why Simon named the speeds "Slow", "Slower", and "Slowest". | FINALLY someone who gets the joke :-) |
hum, that was a joke? didn't understood... was seeming pretty obvious :)
by the way who want to pwn l33t? is that you or is that ID software?
#151440 - simonjhall - Tue Feb 26, 2008 12:05 pm
It's just that many people believe that extra RAM on the DS is a silver bullet when it's not. I love programming at work where I have bandwidth coming out my ears :-)
One thing I did think was funny with Q2DS is when people are trying to debug their memory problems and they're like "I'm using the fastest setting, 'slow', and...". (I dunno, I think it's funny!) Well done to Nintendo Maniac for the name change suggestion.
@elwing - pwn 1337? Do you mean the renderer version? I think you're the only person to have spotted that ;-)
edit: oooooh, 999 posts!
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#151537 - the warlock - Thu Feb 28, 2008 6:18 pm
Oh, this is just a really minor request, but do you think you could add an icon and title to your .nds header? My card doesn't display things properly without them, and I've been adding them with RomeR but it's easy to accidentally corrupt the program that way.
#151575 - mortys - Fri Feb 29, 2008 11:52 am
Hi Simon
I've access to a NItro Capture Kit so I can take good screenshot of Quake II DS. If you need some, just tell me, i'll send them to you or post them in the forum.
#151579 - JLsoft - Fri Feb 29, 2008 5:58 pm
Haha, this reminded me to finally try 'screenshot' in QuakeDS...and...it worked...sorta :P
I'm surprised it actually wrote a valid (8-bit since it's from software mode Quake's routine) PCX, in the correct resolution, but the actual body of the PCX was 00'd blank :D
I didn't expect the command to work at all anymore :)
#151594 - simonjhall - Sat Mar 01, 2008 1:47 am
@warlock, yeah I meant to add an icon, esp after someone made one for me! However I lack the 1337 skillz to do this (yeah, ndstool) so never got round to it. v2? ;-)
@mortys, thanks however I've got a vram capture function in the code but the results look a litte too fake! So as a result I've always used my camera!
@jlsoft, I'm surprised that it doesn't crash! Have you tried the awesomeness of timerefresh? Kewl stuff...again, surprised that it doesn't die!
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#151676 - Kiz - Mon Mar 03, 2008 4:39 am
On a fairly regular basis, when either loading a save or zoning into a new level, I get a red screen of death (can't remember the exactly error, something about a guru error with a bunch of memory addresses listed). If I have a working save file, then try to zone to the next level and I get the error, if I reload the save and go to the level again it'll cause the error every time.
I'm using an M3 Lite with 1GB Kingston memory card. I've experienced it with both slowest and slower memory settings.
Also, is there a possibility of having in-game adjustable brightness? Or is it not that simple?
I am also unable to see which item is currently selected when I cycle through them, though I may be blind as buggery.
The only other issue I've had that I can think of is with draw distances - dudes can still shoot you if they're out of the draw distance, though with the extremely limited DS hardware I doubt there's anything that could really be done.
#153074 - another world - Mon Mar 24, 2008 7:47 pm
i asked previously for a list of 16mb ram expansion cards and was granted with a very helpful answer. i have since then tried to find out which of those cards have ram that can be overclocked the most efficiently for use with quakeII ds. i have been having trouble trying to find an answer. i am often pointed to tools to check the ram, but i have not made any purchases yet.
simon, or anyone wishing to help:
what slot2 cards are recommended for the best results, not just because they are compatible.
thanks all,
-aw
#153089 - simonjhall - Mon Mar 24, 2008 9:36 pm
I have personally written (and obv tested) the game on
- M3 Perfect (32M)
- Supercard phat miniSD (32M)
- EZ-flash 3-in-1 (16M)
(and also the official eight-meg Opera expansion)
Any other card and you're uncharted waters :-)
The bestest card to buy is the EZ-flash 3-in-1 (aka EZ V).
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#153118 - another world - Tue Mar 25, 2008 5:05 am
simon:
thank you very much for the fast reply. i'm not on the hunt fo ra store with the best price =).
-aw
#153568 - Cimi - Wed Apr 02, 2008 2:05 am
simon, any planned features for next releases?
i want more quake 2 on my ds :)
#153583 - simonjhall - Wed Apr 02, 2008 11:16 am
What would you like to see? I know what I'd do, I'm interested in knowing what other people would want :-)
Hypothetically of course - I'm enjoying not having to code when I get home after work! I will be picking up both games again at some point in the future, though.
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#153584 - mortys - Wed Apr 02, 2008 11:57 am
For my part I'd like to see the use of the rumble pack and if possible (but i'm not too optimistic) the ad-hoc multiplayer.
But what ever you implement, it'll be a good thing for me.
Hope the next release will not be too distant. :)
Cheers
Last edited by mortys on Wed Apr 02, 2008 5:59 pm; edited 1 time in total
#153586 - lord_hardware - Wed Apr 02, 2008 2:16 pm
AD-Hoc quake 1+2? would make my world!
can anyone ad-hoc homebrew yet?
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#153589 - Cimi - Wed Apr 02, 2008 3:53 pm
no ad-hoc... better trough router so i can play vs a PC (and host the game on the pc)
the DS hardware it not so good for hosting a game.
But over multiplayer i just want better framerate...
#153608 - MechaBouncer - Wed Apr 02, 2008 8:59 pm
There's an ad-hoc version of Dicewars that's pretty fun. Too bad the ad-hoc lobby library (liblobby) still needs work and I hear will be completely broken with devkitARM r22. With that in mind, I think going through a router/access point would be better as well.
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#153638 - Kiz - Thu Apr 03, 2008 9:30 am
simonjhall wrote: |
What would you like to see? I know what I'd do, I'm interested in knowing what other people would want :-)
Hypothetically of course - I'm enjoying not having to code when I get home after work! I will be picking up both games again at some point in the future, though. |
Kiz wrote: |
On a fairly regular basis, when either loading a save or zoning into a new level, I get a red screen of death (can't remember the exactly error, something about a guru error with a bunch of memory addresses listed). If I have a working save file, then try to zone to the next level and I get the error, if I reload the save and go to the level again it'll cause the error every time.
I'm using an M3 Lite with 1GB Kingston memory card. I've experienced it with both slowest and slower memory settings.
Also, is there a possibility of having in-game adjustable brightness? Or is it not that simple?
I am also unable to see which item is currently selected when I cycle through them, though I may be blind as buggery.
The only other issue I've had that I can think of is with draw distances - dudes can still shoot you if they're out of the draw distance, though with the extremely limited DS hardware I doubt there's anything that could really be done. |
If any of those could be fixed it'd be fantastic. Last time I went away I was having an awesome time playing through it, but I could never get past the third or fourth level without getting a guru error that perma-fucked my save.
I also had a bit of a problem with going into the options (I think the key config), a couple of the options go off the bottom of the screen.
Your work is much appreciated.
#153641 - simonjhall - Thu Apr 03, 2008 10:11 am
Ok.
Ad-hoc; if I'm gonna use this then I want someone else to manage the whole ad-hoc library thing. Wintermute's said a couple of times that it's incompatible with r22. I don't want to maintain it or work on it, but I will definately use an ad-hoc library once someone writes one that works and everyone is happy with!
Infrastructure mode; I could do that right now with dswifi but I'll hold off until sgstair's v2 of the library. I had a lot of problems with networking in Q1 and I don't want to go through that again! Again, I'll do it as soon as the library is there and working.
Brightness controls - easy!
Item list - I think I've bound the button to show the list to one of the touch buttons? If not, then bind the function that does this (can't remember off the top of my head) to a button then jab that button.
Obscure crashes - yeah, the game wasn't nearly as thoroughly tested as Q1 but still big thanks to my testers as they played the game far more than me! With Q1 I played it through many times at various stages of development to find problems, but with Q2 I never had the time. Hopefully we can resolve these problems in the next version.
Btw when you get a new version, none of your save files will work - sorry! Blame Johnny C for that one ;-)
Draw distance - 'fraid not, sorry. The 'bad guys can shoot you when you can't see them' thing is intentional. Originally I had the draw distance the same as the AI distance and that gave pretty weird results!
Rumble - if I can find some solder to fix the rumble on my EZ flash I'll add it in!
Frame rate - my number one problem with the game! The rendering's really fast, it's just the game itself that lets it down. Not sure what I can do about this!
Uh, just thinking about working on this game is making me feel ill :-(
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#153649 - elwing - Thu Apr 03, 2008 2:07 pm
lol, if you want to face some even bigger fps problem I think i have found your next port... shogo :) wasn't knowing sources were free, I just discovered that a few days ago... but I'll bet that this time you wouldn't be able to succeed :)
#153652 - silent_code - Thu Apr 03, 2008 2:34 pm
yeah, shogo rocks and it's os for quite some time. but i think, the engine isn't os at all. the sources are linked against a library. but then, it's been quite a time i looked at it. ;^D
shogo on the ds would be sweet! :^) although i guess simon has had more than enough of porting. ;^D
#153656 - elwing - Thu Apr 03, 2008 3:17 pm
yeah, that would rock but system requirement are twice higher than quake 2... seems like we could forget that one... we'll maybe see it on the pandora...
#153711 - simonjhall - Fri Apr 04, 2008 9:53 am
No more game ports!
If I was to do another one though I'd probably do a 2D game, as I think I've done 3D to death. I did consider Abuse, cos I reckon that'd pwn on the DS. But picking games that have higher and higher spec requirements and hoping that it'll fit on the DS is definately a bad idea!
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#153713 - elwing - Fri Apr 04, 2008 10:56 am
hehe, was joking, quake 2 seems to be the higher end we could hope for DS...
#154296 - medisyn - Mon Apr 14, 2008 6:57 am
simonjhall wrote: |
No more game ports!
If I was to do another one though I'd probably do a 2D game, as I think I've done 3D to death. I did consider Abuse, cos I reckon that'd pwn on the DS. But picking games that have higher and higher spec requirements and hoping that it'll fit on the DS is definately a bad idea! |
I dunno if it's possible, but WackyRacers DS would be awesome! Thanks for your work on Quake 1 and 2.
#154314 - simonjhall - Mon Apr 14, 2008 4:48 pm
#154369 - TypeError - Tue Apr 15, 2008 6:13 am
simonjhall wrote: |
If I was to do another one though I'd probably do a 2D game. . . |
http://sc2.sf.net
C'mon, do it so I don't have to!
:-)
#154378 - tepples - Tue Apr 15, 2008 12:42 pm
For one thing, Ur-Quan Masters needs a good threading library. It was developed for 3DO, and as I understand it, like BeOS, 3DO's OS was thread-heavy. For another thing, the game uses a Pentium 200 and 30 MB of RAM.
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#154411 - TypeError - Tue Apr 15, 2008 8:52 pm
tepples wrote: |
For one thing, Ur-Quan Masters needs a good threading library. It was developed for 3DO, and as I understand it, like BeOS, 3DO's OS was thread-heavy. For another thing, the game uses a Pentium 200 and 30 MB of RAM. |
Those system specs are waaay inflated by a) the OS requirements and b) the "portability over efficiency" approach the devs have taken. Nobody said it wouldn't be a challenge, but come on, just *look* at the game. It's not quake, not by any stretch of the imagination. It could *so* run on the DS. Here are the 3DO specs, the machine this code originally ran on:
12.5MHz ARM + some specialized graphics hardware
2MB main RAM
1MB VRAM
As for threading, the devs say the threading has been gradually reduced over time and now is mainly being used for inconsequential effects. They say they would welcome de-threading patches. Also, there are a couple of threading libraries for the DS that might be usable if one didn't want to de-thread the game.
It's true that UQM couldn't run on the DS in its current state, but it's totally feasible to port it. It's probably not a weekend project, but it's doable.
#155487 - another world - Wed Apr 30, 2008 1:08 am
simon: taking your advice i picked up a 3-in-1 and have spent the past couple of days playing though quakeII. i am really blown away by your level of coding and what you did to make this game run on the nds. i have found no real problems, no huge issues, nothing that kills the game play in any way for me. i just wanted to say thanks for your efforts and i hope you can keep it up!
my only complaint is that the nds doesn't have enough buttons for all of the options. so during game play i find that i have to stop and reassign buttons to get a task done (like using the inventory). this isn't a huge issue, but i was curious would it be possible to link keyboard buttons to the virtual counsel keyboard? perhaps an option to toggle this on/off so people could still use it just for talking in game?
for everyone else if you are having issues here is my setup:
r4 running a 1gb kingston japanese msd formatted at fat 64k with the quake files on it.
slot2 ram is an ez 3-in-1
i can run the game at the fastest ram speed and i have found no problems at all. no slow down, no sound hickups, no graphic issues,
nothing.
i do have a question about ingame music? i'm running the pak files off of the 3.20 gold edition. i find no ingame music at all or perhaps i'm missing out on something. i never played quakeII back in the day so i have no idea if the game has music at all or if the port just doesn't support it. can anyone shed some light on this and perhaps help me out?
let me add the version i'm using contains the following
pak0.pak 175mb crc 6888136E
pak1.pak 12.3mb crc B232F881
pak2.pak 43.9kb crc F3F70BD7
cheers,
-another world
#155500 - JLsoft - Wed Apr 30, 2008 4:51 am
Quake II (and Quake) used CDDA/CD audio tracks for music.
Also another world, look at the readme and do a find for 'aux0'...if you toggle the on-screen keyboard a couple times, there are 'buttons' around the touchscreen which you can bind things to...the docs explain how to use them.
#155508 - simonjhall - Wed Apr 30, 2008 9:19 am
JLsoft got it bang on there, thanks mate!
In case you missed it (or I got the wrong end of the stick) I think you're looking for the touch buttons so you can bind your commonly-used functions to buttons on the screen. Have a read of the page I wrote for the on-screen keyboard and touch buttons for Q1: http://quake.drunkencoders.com/osk_touch.html
And I'm afraid there's no music in the game. I was going to add in MP3 support (so you can rip the CD audio off the disk, and play it like that) but I ran out of time as I was very busy when I released the game. Plus adding music support to the game is very fiddly... But yeah it's noticeable by its absense and would go in if I were to roll another version.
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#155513 - mortys - Wed Apr 30, 2008 12:27 pm
Hi Simon
I know you're busy but any news of a new release soon ?
:)
Thanks
#155516 - lord_hardware - Wed Apr 30, 2008 2:05 pm
speaking of busy... my second MicroSD died ages ago (freaking sandisk) so my EZ-Flash doesnt help me...
(is there any way of accessing the ram in the card without having a microSD in there?)
im currently working producing a feature film with full time work :) its becoming more difficult.
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#155532 - another world - Wed Apr 30, 2008 6:27 pm
thanks you both for the replies i will check into it now =). <-- brilliant got it up and running!
about the music: i was just curious if i was missing out of something because of the pak files i'm using. i actually don't care for the music in most 1st person shooters. the simple sound of people getting hit with bullets is enough to entertain me! lol anyways, thank you for the reply!
cheers,
-another world
#155558 - simonjhall - Wed Apr 30, 2008 10:36 pm
mortys:
mortys wrote: |
I know you're busy but any news of a new release soon |
Not really sure how to answer this one!
I really want to finish off the two games properly and do have a list of things that I need to do (a BIG list for Q2) however it is a lot of work and I've not done any of it! I'm enjoying not coding at home and when I do write code it's original code, not augmenting or bug fixing someone's ten-year old code.
One significant problem is that I'm lacking the profiling tools I need to sort out the framerate in Quake 2, and writing the tool to get per-instruction timings is taking me quite some time. So not only do I have to optimise the code, but I've got to roll my own tools! The per-function instrumentation tool I wrote for Q1 was good for that, but I need better stuff for Q2.
Another problem is that I want to add ad-hoc multiplay and to rework infrastructure mode MP in Q1 but I can't do this until someone writes (or re-writes, in the case of dswifi) proper wifi libraries that everyone is happy with! I'll be damned if I'm gonna RE some hardware ;-)
Finally, I think the DS community is bored of these Quake releases. Yeah it was fun at first (as it had only ever been seen in John Gillote's YT videos) but now people obviously want new games to play, not Q1/Q2...so maybe it's time to work on something different! (not Q3!)
I'm not sure what to do...
(sorry this wasn't the answer that you were expecting!)
l h:
I use an EZ 3-in-1 (which is a slot1/2 combo) so the RAM always works when it's plugged in, regardless of what flash card is in slot-1. However for the slot-2-only EZflash cards I'd imagine that the RAM "just works" regardless of there being a flash card plugged in. For example with both the Supercard and M3 the RAM is accessible when there's no flash card plugged in.
a w:
yeah I'm not a mega fan of the music but I was going to do it just for completeness. I did invest *a lot* of time in MP3 playback for Q1 but I found that when it was used in the game the extra bus traffic caused by the game running on the ARM9 would quickly desynch the music playback done by the ARM7. God I hate the sound hardware!
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#155561 - another world - Wed Apr 30, 2008 11:27 pm
i know i don't speak for everyone but i'm not bored with the quake releases at all. i would love to see you complete them to the best of your ability and for optimization on the nds. i have spent many hours on the go playing quake (and doom, hexen, heretic) instead of normal nds/gba games. i find that many projects don't get completed and we end up living with a version that we only wish we had the knowledge to update on our own.
as for porting more 3d stuff? i would love to see a 2d port of some type. there are so many games i grew up on that would be a treat to play on the nds. i don't know if anything i can recall would be good for the features of the nds per say, but just to have a lot of that stuff on the go really makes that portion of my day (where i game on the go) that much better.
cheers,
-another world
#155568 - silent_code - Thu May 01, 2008 12:10 am
<what AW wrote>
your work is pretty impressive, man! i guess there are still some retro gamers (like me) outside that don't even know about your awesome ports.
just do what you do, take a bit off and a step back untill you're exited enough to continue to work on the ports. ;^D
greetings!
ps: from time to time in enjoy putting q2 into a cd player and listen to the music! sonic mayhem, yay! :^D
pps: man, there was that awesome ninja game for the c64 (and ports of it)... what was it called? it had kick ass music and i think it was the first isometric game ever (????not sure????). i have no idea about sources being available or not, etc. ;^)
#155598 - mortys - Thu May 01, 2008 1:32 pm
Hi Simon
I can't say your answer is not what I expected as you done so much for the community that I totally understand that you want some rest and that the task is more difficult with the lack of tools. You've done so much works that I and everybody would like you to continue but can't barely say that you haven't done your part :)
Thanks and whatever you do, I'm with you !
#155615 - simonjhall - Thu May 01, 2008 9:21 pm
I guess we'll have to see what happens! I have reached that weird point where I see videos of the game (on youtube) and think "wow that's cool!" forgetting that I'd seen the entry demos play a hundred times. So maybe I'm starting regaing my love of Quake ;-)
Just today I went through an acre of code that I wrote at work in Nov last year during a very busy period and I'm like "I wrote this? It's so complicated!". Not good. Yeah it's commented bigstyle but it's shocking that I'd written it and had forgotten that it was even mine! We're doing code reviews!
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#155627 - silent_code - Thu May 01, 2008 10:24 pm
lol, i totally know what this is like! ;?)
thinking "what idiot wrote that?" scrolling up then "doh! *what* did i think?"
as someone said, whatever you'll be doing, i'm watching forward to it! it's a bit sad this is all the support i can give, though.
it's nice to read you're starting to think of coding quake again! ;^D
quake 2 is one of my all time favorites, man! i can't express how much you gave to us all by porting it! :^D
... i would not make love to you, though. ;?D
good night!
#156525 - lord_hardware - Sun May 11, 2008 7:48 am
simonjhall wrote: |
lord hardware:
However for the slot-2-only EZflash cards I'd imagine that the RAM "just works" regardless of there being a flash card plugged in. |
yet most browsers seem not to work (or maybe DSOrganise is patched wrong for me) ill retry Quake2 and see if i can get it running
otherwise ill just have to buy a new MicroSD :P
EDIT!: ALRIGHT the EZ4 works ALMOST perfect, (it finds 16 megs of extra ram, boots up on 'slow')
The auto-detect finds it, but the EZ-Flash, selection does not (possibly because of slight differences in the make-up of the EZ4 and EZ3-in-1)
the only draw back in the game is enemy draw distances :P but as you have said you cant really help that... maybe some changing of the pak files themselves to make the enemies line of sight match the draw distance?
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#156542 - simonjhall - Sun May 11, 2008 12:58 pm
lord_hardware wrote: |
the only draw back in the game is enemy draw distances :P but as you have said you cant really help that... maybe some changing of the pak files themselves to make the enemies line of sight match the draw distance? |
This is by design! I used to make it so that the AI would shut off at the same distance as the draw distance but it was very obvious that something was wrong - when you got close enough to bad guys again they'd be still in the exact same position and pose etc.
I actually shut the AI off a touch after they have faded out so that they can still move around a bit at distance and this looks much better. The only disadvantage is that they can shoot you but you can't see them!
The PC version obviously does not use this AI-shutoff thing (nor the draw distance stuff) so it's all one big hack.
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#156546 - silent_code - Sun May 11, 2008 1:29 pm
maybe you could jitter attacks to make the enemies behind the draw distance miss a lot. that way the player would get to see where the shot came from, but the risk of getting hit would be fairly small. ;^)
#156626 - Tockit - Sun May 11, 2008 11:01 pm
that might work for the weapons that leave trails, like the gladiator's rail gun, or the tank's blasters, but the remainder (that being the bulk of the weapon selection) of the weapons leave no trails, and you'd only be left with the sound of the shots to orient your enemy's position.
luckily simon did an AMAZING job with the sound, and it might still work. especially with headphones on.
on that note, I've hooked up my DS to my car's auxiliary port, and played quake1/2 at blow-your-mind volumes. :O
it's suggestible. :)
there IS, however, a console command which eludes me at the moment, that causes enemies not to attack, or move positions (as if they don't even notice you) until you make an attack. with this activated, you can literally walk up to enemies, and do a little ditty in front of them without them attacking. mayhap this option could be modified somehow to work with the drawing distance in some way..?
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#156659 - simonjhall - Mon May 12, 2008 9:31 am
At first I didn't quite get what you meant (esp as the 'notarget' command basically turns off AI) but I think that's actually not a bad idea. Where I effectively "turn off" AI beyond a distance, setting it to notarget mode in the gap between the graphics fade-out and the AI-turn off would prevent you getting shot when you can't see them, yet still allow them to move.
Btw the AI-turn off is the Source of Power in this port. If I don't do it the frame rate is on the floor! I originally turned it off for ALL AI beyond a minimum distance but that meant that doors wouldn't open properly. If I run the non-actor stuff once per second, things like doors would lurch instead! Although things like doors don't use a lot of CPU time, the moving laser effects do which is why the security.bsp level is SO SLOW!
This does rule out a DS-hosted co-op game though, as I wouldn't be able to turn off the AI.
EDIT: oh and thanks for the sound comments...that sound system took a long time to write! It's a complete from-scratch re-write of the Q1/Q2 sound system.
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#156665 - lord_hardware - Mon May 12, 2008 11:11 am
simonjhall wrote: |
I used to make it so that the AI would shut off at the same distance as the draw distance |
could you not change the AI-Script so as to change the range of their fire?
such as Ememy fires within 5 units, instead of 10?
without actually shutting off the AI within a certain range?
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#158414 - Cimi - Wed Jun 11, 2008 12:16 am
prerelease 2? :)
#160279 - simonjhall - Sun Jul 13, 2008 2:28 pm
Bit of a slow reply I know, but I've been busy at work (only a couple more months to go...) and then I may pick this up again. Although I think the DS world needs some new games, so I might have a look for another game to work on :-)
Oh and I've realised that I don't actually like programming after all.
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#160282 - Cimi - Sun Jul 13, 2008 4:14 pm
simonjhall wrote: |
Bit of a slow reply I know, but I've been busy at work (only a couple more months to go...) and then I may pick this up again. Although I think the DS world needs some new games, so I might have a look for another game to work on :-)
Oh and I've realised that I don't actually like programming after all. |
shouldn't be better to fix quake2 bugs rather than start another alpha-quality port?
#160285 - silent_code - Sun Jul 13, 2008 5:27 pm
simonjhall wrote: |
Oh and I've realised that I don't actually like programming after all. |
So? What is it then?
Personally, I think there's quite some differences between forms of programming... some are very pleasent, some are not. I think it's the external factors as well as motivation (which could be counted as an external factor - don't ask ;^) ) that make these differences...
I'm offtopic. ;^p
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#160294 - simonjhall - Sun Jul 13, 2008 8:20 pm
Cimi wrote: |
shouldn't be better to fix quake2 bugs rather than start another alpha-quality port? |
I don't mean to sound rude here (honest!) but I'm just so fed up with programming Quake on the DS, and the thought of going back to the awful code base and under-performing hardware doesn't fill me with glee! Plus I'm sure the scene was never really too interested in Q2, so I took the as a sign that Q1/Q2 on the DS had peaked and people weren't interested any more.
Also the endless trudge in improving performance is what probably has scared me off homebrew programming! Combined with the nasty emails and the mindless youtube comments it just kinda wore me out ;-)
Hence, perhaps time for something fresh? I dunno. I really really wanted to add ad-hoc into Q1/2 (which was one of the main reasons for hanging around to make a new release) but that doesn't seem to have happened, hence the delay :-D
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#160308 - silent_code - Sun Jul 13, 2008 9:15 pm
But I like Q2 soooo much... :^(
Yeah, I understand and respect your decision.
I wonder what your next project will be? I mean, it's not like you won't do any NDS homebrew at all, right? 8^|
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June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#160313 - Cimi - Sun Jul 13, 2008 11:15 pm
simonjhall wrote: |
Cimi wrote: | shouldn't be better to fix quake2 bugs rather than start another alpha-quality port? | I don't mean to sound rude here (honest!) but I'm just so fed up with programming Quake on the DS, and the thought of going back to the awful code base and under-performing hardware doesn't fill me with glee! Plus I'm sure the scene was never really too interested in Q2, so I took the as a sign that Q1/Q2 on the DS had peaked and people weren't interested any more.
Also the endless trudge in improving performance is what probably has scared me off homebrew programming! Combined with the nasty emails and the mindless youtube comments it just kinda wore me out ;-)
Hence, perhaps time for something fresh? I dunno. I really really wanted to add ad-hoc into Q1/2 (which was one of the main reasons for hanging around to make a new release) but that doesn't seem to have happened, hence the delay :-D |
I think that if you don't complete a software, it is normal you won't receive glory and fame. take for example opentyrian, judging from the first alpha release it wasn't so much... but after release and releases it becomes amazing.
I hoped in something similar for quake 2, the game is amazing itself, the port surprised me, but it has bugs that should be fixed, and when they will be fixed you won't call anymore "quake 2 alpha-unstable" but "great quake 2 for ds". it's so bad to stop developing a software when you have done 80% and 20% is left: let's finish it!
regarding ad-hoc... I still think that multiplayer trough internet, with pcs... it is better
regarding other ports i may suggest... well, quake/quake2 were the best games of which their engine was released under gpl, so i don't know what you could do now... warzone 2100? it is completely GPL but I'm not sure you'll reach to shrink it in 16MB of ram :)
#160324 - another world - Mon Jul 14, 2008 2:13 am
i realize that my comments won't cause you to run home and start coding, but a lot of us out here in the homebrew community appreciate your efforts and want to see q1/q2 finished to their full potential.
i personally have spent hours (and hours) replaying q1. i find it so much fun to play it on a hand held reliving old memories of playing it for the first time on a pc. q2 is actually a first go around for me, and the ds port is brilliant even with the current minor bugs.
i studied in my undergrad years as a programmer. i'm currently running an ebay business with a local comic book shop to pay my bills. i love to code but i hate the coding environments of the computer world. i also hate how on every job interview they ask me about coding, what i can code, what projects i've done. i still love comptuers very much but i'm so sick of coding!! i've been spending my free time recently writing irc scripts, which honestly are as much "coding" as i want to do right now.
although the nds dev does intrigue me. based on a bit of research i also see the limitations of the ds hardware for certain projects (like q1/q2) and can understand your comments.
consider coming back to your projects and fixing what should be fixed but take your time and do it when you feel like doing it. the people who really appreciate your skills and efforts will be looking forward to updates.
cheers,
-another world
#160331 - DensitY - Mon Jul 14, 2008 3:26 am
Burnout sucks.
My job use to involve alot of programming. Programming at work, then coming home to do more programming, it just wasn't working out. So when I got promoted to more of a 60-70% manager, 30-40% programmer role, I jumped because now I can go home and actually want to code.
I'd take a side project if I was in your position, small interesting one and if the juices start flowing, add more to the q2 port if you want.
#160344 - simonjhall - Mon Jul 14, 2008 12:05 pm
DensitY wrote: |
Burnout sucks. |
Haha, yeah! I just got back to work today from a much needed holiday (in the Mediterranean, a week with hot dancing girls) and then I got reminded that we're about to go into crunch time! Ugh!
And I've not said that I've given up Quake, just that I'm hanging around until either ad-hoc works properly or Stephen Stair releases his new wifi library. But also for Q2 in order to get the speed up I really need more fine-grained profiling (per-function isn't good enough) so if someone want's to roll a profiler so I don't have to? ;-)
(man, those dancing girls though)
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#160345 - Cimi - Mon Jul 14, 2008 12:07 pm
list of some liberated games (if you want to plan another port):
http://www.liberatedgames.com/gamelisting.php
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#160347 - medisyn - Mon Jul 14, 2008 12:50 pm
Here is some new project ideas:
I know there is a doom port but a Heretic port would kick all sorts of massive ass! Or taking over SnemulDS - the source code is floating around the website.
#160351 - the warlock - Mon Jul 14, 2008 2:08 pm
medisyn wrote: |
Here is some new project ideas:
I know there is a doom port but a Heretic port would kick all sorts of massive ass! Or taking over SnemulDS - the source code is floating around the website. |
I think his problem is that he's tired of hacking around in other peoples' code, which I can fully understand and sympathize with since I've been doing it for a living this summer.
#160367 - medisyn - Mon Jul 14, 2008 4:28 pm
the warlock wrote: |
medisyn wrote: | Here is some new project ideas:
I know there is a doom port but a Heretic port would kick all sorts of massive ass! Or taking over SnemulDS - the source code is floating around the website. |
I think his problem is that he's tired of hacking around in other peoples' code, which I can fully understand and sympathize with since I've been doing it for a living this summer. |
Ah I see. Yeah I can see how that could be a drag. If I had any talent I would port Heretic over. There was some old build of Heretic in the pre-DLDI pre-Slot 1 flash card days. I tried to get in contact with the guy to see if he would give up the source code or update it but he never replied. Haha
There is some advantages to hacking other peoples code, you don't have to build it from scratch. Building a game like quake can take a long time with just one person working for free.
#160370 - KillerMapper - Mon Jul 14, 2008 4:42 pm
A game to port on the DS? Command & Conquer :D
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#160372 - Doom5 - Mon Jul 14, 2008 5:19 pm
KillerMapper wrote: |
A game to port on the DS? Command & Conquer :D |
Can't be ported, EVER; No source code. Someone could write an engine to use the art assets, but it'd be a whole new engine and a ton of work.
#160373 - Cimi - Mon Jul 14, 2008 5:24 pm
Doom5 wrote: |
KillerMapper wrote: | A game to port on the DS? Command & Conquer :D |
Can't be ported, EVER; No source code. Someone could write an engine to use the art assets, but it'd be a whole new engine and a ton of work. |
there's FreeCNC
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#160380 - Cimi - Mon Jul 14, 2008 8:04 pm
I vote for warzone 2100! completely GPL!
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#160391 - another world - Mon Jul 14, 2008 11:31 pm
medisyn wrote: |
Here is some new project ideas:
I know there is a doom port but a Heretic port would kick all sorts of massive ass! Or taking over SnemulDS - the source code is floating around the website. |
http://heretic.drunkencoders.com/index.html
i'm not the expert here but i have renamed it to .nds and it runs fine for me. although i have only tested on my slot2 using my slot1 as a passme. saves function perfectly, but probably because my slot2 has sram.
worth a try for you, no?
-another world
#160399 - medisyn - Tue Jul 15, 2008 1:47 am
another world wrote: |
medisyn wrote: | Here is some new project ideas:
I know there is a doom port but a Heretic port would kick all sorts of massive ass! Or taking over SnemulDS - the source code is floating around the website. |
http://heretic.drunkencoders.com/index.html
i'm not the expert here but i have renamed it to .nds and it runs fine for me. although i have only tested on my slot2 using my slot1 as a passme. saves function perfectly, but probably because my slot2 has sram.
worth a try for you, no?
-another world |
I only have a ezflash v and a 3in1 cart. I don't think there is a way I can get it to work unless I somehow am able to load it with the 3in1 cart (I doubt it.)
EDIT: Nevermind got it working with GBA loader sweet!
#160458 - KillerMapper - Wed Jul 16, 2008 8:57 am
No source code for C&c? Bad :(
Why not Prehistorik? I played the 2 when I was a kid, and I loved this game.
A video to show what is: http://fr.youtube.com/watch?v=GW-wRuiev4s
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#160470 - simonjhall - Wed Jul 16, 2008 5:23 pm
Y'know I'm not actually a big fan of games and porting is always a pain in the ass. Why don't y'all fork this as a "games we'd like ported" thread?
Next thing I'll release will probably be a bit of tech, cos that's what I like writing and do for a living :-)
(I write low-level super-fast technology that goes into games; I once did a powerpoint pres for artists and games designers and showed them acres of assembly - it was awesome!)
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#160472 - elwing - Wed Jul 16, 2008 5:47 pm
hum, what about a complete solution to download, debug and profile code using wifi? :)
#164256 - MrSkiz - Fri Oct 24, 2008 1:37 pm
Just to say that I finally have the chance to test this (absolutely awesome) port with a M3 Real + GBA Expansion.
For the few minutes I played, it's work smoother than I could hope. Great job ! I hope we could have some update for this piece of gold one day.
I wish you wealth and glory Simon ! o/
#164257 - elwing - Fri Oct 24, 2008 1:55 pm
hum, I'm just thinking that if we will still be able to run homebrew on the DSi quake2 will run just great, using faster additional DSi ram rather than slot2 ram...
#164258 - MrSkiz - Fri Oct 24, 2008 2:04 pm
Additional DSi ram + SD slot, maybe...