Homebrew [RELEASE] ctrQuake - Quake 1 port

orangy57

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This is really great, other than the fact that there's no way to use the -game commands and such because we can't do anything before the game boots up, since we're on 3DS. Is there a workaround to this, because I've been dying to try Team Fortress on my 3DS.

--------------------- MERGED ---------------------------

Yeah shiiiit it worked!! I was trying this all day.. I was losing hope, so close to quitting, like a big loser in life!

Thank you.

Wait, how'd you do that? Did you do it in game in the console, or another way?





EDIT: This can be done by making an .xml file. the Layout of my file was like so:
<shortcut>
<name>Team Fortress</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<icon>/3ds/tf.smdh</icon>
<arg>-game fortress -fortress</arg>
</shortcut>

Make sure to add a custom .smdh file, too.
 
Last edited by orangy57,
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Doczu

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I'm using the 0.7 CIA version, and there's one weird problem I'm experiencing that I don't see anyone else reporting. Audio is only coming through the right speaker, left is silent. Any ideas?

I've got the same problem. N3DS, 10.7, using the newest cia build.
 

Cheesemonkey

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this port is pretty wicked and im impressed with how well it runs and how its able to load mods. ive been thinking of making a polished little map pack/mod that runs well on the 3ds but i've been having some problems getting it to work - ironically not anything with quakec or map loading but with configs.

the engine seems to run a config that overwrites button bindings and game variables. gamma will always be set to .7, the face buttons will always be set to look and the d pad will always weapon switch. you can change the bindings in the menu, but it won't keep them. when you launch the game they will always get set back to their values. even if you change it in config files. you can even see with the gamma setting when it starts up that it has the values i set in .cfg to but on map load they will go back, it seems to be happening after autoexec loads so i really don't know how its doing it

it didn't have this issue in an earlier build, did the input and brightness fixes just set a variable on launch that you can't change?
 

MasterFeizz

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this port is pretty wicked and im impressed with how well it runs and how its able to load mods. ive been thinking of making a polished little map pack/mod that runs well on the 3ds but i've been having some problems getting it to work - ironically not anything with quakec or map loading but with configs.

the engine seems to run a config that overwrites button bindings and game variables. gamma will always be set to .7, the face buttons will always be set to look and the d pad will always weapon switch. you can change the bindings in the menu, but it won't keep them. when you launch the game they will always get set back to their values. even if you change it in config files. you can even see with the gamma setting when it starts up that it has the values i set in .cfg to but on map load they will go back, it seems to be happening after autoexec loads so i really don't know how its doing it

it didn't have this issue in an earlier build, did the input and brightness fixes just set a variable on launch that you can't change?
It's a problem with the default config I had implemented. It's an easy fix so when I get some time I'll work on it.
 

tiduscrying

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Just wondering if there are still plans to implement CD audio in this port? @Rinnegatamante's vitaQuake port just recently received support for CD audio, so I was just curious to see whether or not this would be able receive it as well (considering that both Masterfeizz and Rinnegatamante have pushed commits to ctrQuake). Also wondering if mod selection is still progressing or if it is going to stay as is with HBL shortcuts only.

I really love this port! Just beat the first episode and damn, the nostalgia. Hope it still gets some attention here and there! :D
 
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TCPixel

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Are you continuing updating the Quake 3DS Port? So far it runs great, I imagine harware rendering would improve the texture and graphic quality, great work btw. As a small project I am porting over some of the quake psp mods that were made back in the day like Halo Solitude, Left 4 Quake, possibly Nazi Zombies Portable(had some engine code to it so may not work all that great). I just started porting over Halo Solitude and I am going to see how far I can go with it on the 3DS, here's my first progress update
 
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MasterFeizz

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Are you continuing updating the Quake 3DS Port? So far it runs great, I imagine harware rendering would improve the texture and graphic quality, great work btw. As a small project I am porting over some of the quake psp mods that were made back in the day like Halo Solitude, Left 4 Quake, possibly Nazi Zombies Portable(had some engine code to it so may not work all that great). I just started porting over Halo Solitude and I am going to see how far I can go with it on the 3DS, here's my first progress update

Nice videos, if you don't mind I'm going to post the other video you did on the first thread since I don't even have screenshots and this would be a better way to show the game. I'm still working on this and I still hope to implement hardware rendering, but with limited time I haven't really touched it in a long time. I do have stereoscopic 3D working on the software renderer ( lowers the fps by half, but on N3DS you still get more than 30 ), if you would like to try I can post a build here.
 
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TCPixel

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Nice videos, if you don't mind I'm going to post the other video you did on the first thread since I don't even have screenshots and this would be a better way to show the game. I'm still working on this and I still hope to implement hardware rendering, but with limited time I haven't really touched it in a long time. I do have stereoscopic 3D working on the software renderer ( lowers the fps by half, but on N3DS you still get more than 30 ), if you would like to try I can post a build here.
You can link my videos no problem, I appreciate that. Loving your work dude!

ALSO! Would you be able to add fog into the engine? transparency? Or is that all included with harware rendering?
PS I'd love to try any new builds of the engine you make
 
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Billy Acuña

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You are a master porting PC games on 3DS, I saw your job on Duke Nukem too :3
By the way, Are you interested on porting Quake II? Afaik there was a port of Quake II for NDS (but it needed of an slot-2's ram expansion), so both models of 3DS should be able to run it.
 

MasterFeizz

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You are a master porting PC games on 3DS, I saw your job on Duke Nukem too :3
By the way, Are you interested on porting Quake II? Afaik there was a port of Quake II for NDS (but it needed of an slot-2's ram expansion), so both models of 3DS should be able to run it.
I am working on it, but it might be a while until I release something.

--------------------- MERGED ---------------------------

@TCPixel Here's a dev build which includes the latest changes that were pushed to the repo.
 

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