Homebrew [RELEASE] ctrQuake - Quake 1 port

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KeyUp event updates the button state, if you don't set them to false the keys will always be pressed
Yeah, I fixed that. Kind of. Now buttons never get held down properly, but that's more because I'm lazy and I wanted to see if it'd work at all.

I now have a working version that uses my daisy wheel control scheme. If anybody is interested in trying it out I can upload it. I haven't bothered optimizing the controls for FPS use yet, they're still bound to roguelike settings.

EDIT: I should probably get the helpful key displays up and running on the bottom screen too.
 
Which button layout do you guys prefer?

Code:
         b           |           2
    w   a c   e      |      v   1 3   6
   v x   1   d f     |     u w   4   5 7
    8         2      |      z         8
 t       z       h   |   r       x       0
s u     y 0     g i  |  q s     y a     9 c 
 7       9       3   |   t       b       d 
    q         k      |      n         f   
   p r   n   j l     |     m o   j   e g 
    6   m n   4      |      p   i k   h  
         5           |           l

I can get every recognizable button(including aux 1-32) on the N3DS comfortably without the use of the touchscreen. 3DS won't have access to all the symbols, but I can probably get all the ones that get used regularly by the console.
 
Which button layout do you guys prefer?

Code:
         b           |           2
    w   a c   e      |      v   1 3   6
   v x   1   d f     |     u w   4   5 7
    8         2      |      z         8
t       z       h   |   r       x       0
s u     y 0     g i  |  q s     y a     9 c
7       9       3   |   t       b       d
    q         k      |      n         f 
   p r   n   j l     |     m o   j   e g
    6   m n   4      |      p   i k   h
         5           |           l

I can get every recognizable button(including aux 1-32) on the N3DS comfortably without the use of the touchscreen. 3DS won't have access to all the symbols, but I can probably get all the ones that get used regularly by the console.
Right is better. :P
 
Last edited by teampleb,
Right is better. :P
Yeah, it looks like it. The left layout is definitely better for roguelikes, but I was wondering if having the number buttons for weapon switching be consistent was as important as move option were. Probably not.

I'll whip up a N3DS build with that layout.
 
error

o3DS on 9.9

err.jpg
 
Did you put the 2 new files on the same folder as the .3dsx ?
EDIT: It's my problem. Should be fixed in a minute... Fixed
 
Last edited by MasterFeizz,
I have the wheel up and running. All the current changes are in sys_ctr.c.

Until I figure out how to display the wheel on the bottom screen you'll have to deal with memorizing binds, which shouldn't be too big of an issue as long as you memorize backspace(R+DPadRight+b).
I'd disable the on touchscreen keyboard if I wasn't petrified of breaking things.

L is Shift
R changes the base characters to a symbol set.
This layout assumes circle pad movement so the d pad modifies the xyab buttons.
R + xyab is arrow keys.

Let me know what you guys think! The only real difference you should notice is that R isn't usable as a solo bind and you have all symbols available for the console, including F1-12 and AUX1-10.

I'd consider it easier that the touchscreen keyboard if I could display the help menus. As it stands, if anybody could use a sticky note to test it out that'd be grand.


EDIT: I forgot to mention that since I couldn't get ZR/ZL working all the commands should be compatible with the P3DS aside from the debug unsticker.
 

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Last edited by Arseface_TM,
I'm trying to compile from source, but I get this error. Someone help, please...
Code:
/home/yogsot/3ds/ctrQuake/source/in_ctr.c:25:17: fatal error: 3DS.h: No such file or directory
#include <3DS.h>
                 ^

You need to have libctru

I have. I was uptading this like 10 mins ago...
I've found a solution. In ".../ctrQuake/source/in_ctr.c" file you have to change "#include <3DS.h>" to "#include <3ds.h>"...
I was building under Linux. Linux shell is very case sensitive ;)
 
Can the game be configured for widescreen? In a screenshot taken on Citra posted yesterday it was fullscreen.
 
Can the game be configured for widescreen? In a screenshot taken on Citra posted yesterday it was fullscreen.

On N3DS it's fullscreen, on O3DS it's 320x240. I forgot to add a toggle for this option but i can give you a .3dsx with fullscreen

Here it is
 

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Last edited by MasterFeizz,
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On N3DS it's fullscreen, on O3DS it's 320x240. I forgot to add a toggle for this option but i can give you a .3dsx with fullscreen

Oh, it was mere curiosity, it seemed strange to launch it and not seeing it fullscreen.

I guess it was a decision based on performance? In any case, instead of giving me a .3dsx with fullscreen you should add it in the next update, for testing purposes at least (even in closed hardware, each case is different)
 
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