[Release] Quake2CTR - Quake 2 port

Discussion in '3DS - Homebrew Development and Emulators' started by MasterFeizz, Jun 11, 2017.

  1. Prime321

    Prime321 Advanced Member

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    because it was from another version of the game, this is normal
     
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  2. jimjom

    jimjom Member

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    Does this support mods/expansions like its little brother? :)

    I tried launch 'xantrix' from the console, but got nothing.
     
  3. MasterFeizz
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    MasterFeizz GBAtemp Advanced Fan

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    Mods and expansions need to be statically compiled
     
  4. jimjom

    jimjom Member

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    Bummer. Doesn't look like 3dsx version will play nice like ctrquake.
     
  5. dustarma

    dustarma Newbie

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    Controls still don't get saved
     
  6. Tainek

    Tainek Newbie

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    Did you quit the game properly, or via the home menu?
     
  7. jimjom

    jimjom Member

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    This. You absolutely cannot use the home button to bounce out, you need to quit via the quake menu. Learnt this the hard way.

    — Posts automatically merged - Please don't double post! —

    Any pointers on one would go about that with a cia? :))
     
  8. MasterFeizz
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    MasterFeizz GBAtemp Advanced Fan

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    Grab the source code for the mod/game and modify the engine source code to statically compile the mod/game
     
  9. dustarma

    dustarma Newbie

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    I quit the game properly.

    By the way, the circlepad dead-zone might need some tweaking? I find that I have some slight drift while moving using the C-stick and then letting go of it, the player keeps moving slightly to the backward until I move again.

    Edit: So I played again and the game does save my controls, it just restores the stock binds and then applies my controls, I find that if I unbind one of the default controls it's back the next time I launch the game but any new binds I create are saved properly.

    The circlepad drift is still a problem, and happens regardless of the circlepad speed setting
     
    Last edited by dustarma, Jun 29, 2017
  10. Doczu

    Doczu Member

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    Wow MasterFeizz, this runs surprisingly good, i'd say even better than quake 1! A big thank you, another classic fps on the go!

    Is the rendere some kind of pc software mode?
     
  11. MasterFeizz
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    MasterFeizz GBAtemp Advanced Fan

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    Yes, this running with software rendering. I did get hardware rendering working on ctrQuake and now I'm optimizing my graphics library, then I can use in Quake2CTR and hopefully I'll get good performance with the O3DS.
     
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  12. Prime321

    Prime321 Advanced Member

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    hmm Quake 1 runs with 40-60 on O3DS and Q2 runs with under 30 with scaling 100% and everything on high... N3DS no probs
     
  13. Prime321

    Prime321 Advanced Member

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    i there maybe a way to port Unreal gold? or tournament?
     
  14. Mike Abastante

    Mike Abastante Advanced Member

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    I get a boner just from thinking about this.
     
  15. dustarma

    dustarma Newbie

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    There's never been an Unreal Engine 1 full source code release, so no.
     
  16. Prime321

    Prime321 Advanced Member

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    well sht
     
  17. Mike Abastante

    Mike Abastante Advanced Member

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    my boner is gone now :(
     
  18. Prime321

    Prime321 Advanced Member

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    lol i made a Quake for 3DS discord feel free to join
    https://discord.gg/W7rcCXr
     
  19. jackazz

    jackazz Newbie

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    First of all thank you MasterFeizz for your work on making q1 and q2 playable on 3ds.

    I have a question, as I own a O3DS (and got no c-stick) would it be possibile to map the controls this way:

    - map movement (forward, backward etc) to buttons ABXY
    - map look bound to left stick
    and remaining keys (next weapon, open door, use inv) to touch screen keys t1, t2 etc.

    One last question, does the circle pad pro works? Thanks
     
  20. Prime321

    Prime321 Advanced Member

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    Yeah it does. You need the console commands like Bind "A" look up (stupid example). Or you look into the controls