Homebrew [RELEASE] ctrQuake - Quake 1 port

MrHuu

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Okay, I've got my files like this now:

SD\3ds\Kurok.elf
SD\3ds\ctrQuake\id1\
SD\3ds\ctrQuake\Kurok\
SD\3ds\ctrQuake\ctrQuake.3dsx
SD\3ds\ctrQuake\keyboardOverlay.bin
SD\3ds\ctrQuake\touchOverlay.bin
SD\3ds\ctrQuake\ctrQuake.smdh
SD\3ds\Kurok\Kurok.3dsx
SD\3ds\Kurok\Kurok.smdh

Still no luck. I then tried moving the Kurok.3dsx and Kurok.smdh files into SD\3ds\ctrQuake\, but then Kurok doesn't show up in the homebrew launcher. It's weird because ctrQuake's .3dsx still shows up here. I also noticed that while I can run the CIA version of ctrQuake fine from the homescreen, running the 3dsx version from the homebrew launcher gives me the same error as Kurok has been.

I had my files placed in the original way because of this line from the Kurok release thread:

Installation: Put the Kurok folder inside /3ds/ctrQuake and the 3dsx, elf and smdh files in the 3ds directory.

Just to get things straight.

You should be able to start the ctrQuake.3dsx without any problems.
You should be able to load the Kurok mod with the help of an .xml shortcut.

You got all the files at the right place.
You can delete the .elf file, it's not needed.
It also shouldn't matter which *Overlay.bin files you use. Havn't tried the custom ones, but you should be able to place them in your 3DS/Kurok folder. But that's just a guess since i don't know which changes are made before compiling kurok.3dsx.

Are you able to load other .3dsx files without any problem?
My guess would be that there's an other issue, not releated to ctrQuake, which is causing these problems.

I havn't been able to replicate the issue on 3 different systems.
The only time it crashed for me is when i tried placing the .3dsx in the /3ds/ folder, but even than it loaded up and just crashed when selecting 'new game'.
 

MrHuu

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Edit: Someone on Discord showed me their install setup that's working on their device (a new 3DS) and it worked for them. Same setup as what I started with in my first post here. I moved everything back to that but still no luck. I guess Kurok just doesn't work on an original 2DS? I don't know what else could be different.

Havn't even tried on a o3DS system.. it already gives a low ram warning on a n3DS system..

The position of the executable shouldn't matter that much, depending on which changes are made before compiling. Placing them in the root of your 3DS folder is just bad practice.

The only thing you'll really need is the Kurok folder in your ctrQuake folder. With either (preferred) a .xml shortcut, or the (slightly messy) custom .3dsx in an other folder to prevent it from messing with your ctrQuake settings. Nothing else.

But since your unable to even run the regular ctrQuake, don't even bother moving other files for now..
 

Antnommer

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Yeah, just to confirm:

The CIA version of ctrQuake I installed through FBI's TitleDB link works from the home screen.
The 3dsx version I downloaded from the GitHub page does not work in the Homebrew Launcher, it gives that "translation - section" error.
The 3dsx version of Kurok that I got from the GBATemp thread gives this same error.
My current file layout is back to the same as what I listed in my first post.
The Homebrew Launcher says "Rosalina v2.0.0".
FBI is v2.5.3.
ctrQuake is v0.8 ("8th" release) for both CIA and 3dsx versions.
The only other 3dsx I have installed are FBI, ctr-no-timeoffset, and two different versions of prBoom, which all run fine. FBI and ctr-no-timeoffset are in SD/3ds/, while the other two are in their own folders.
 

MrHuu

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Yeah, just to confirm:

The CIA version of ctrQuake I installed through FBI's TitleDB link works from the home screen.
The 3dsx version I downloaded from the GitHub page does not work in the Homebrew Launcher, it gives that "translation - section" error.
The 3dsx version of Kurok that I got from the GBATemp thread gives this same error.
My current file layout is back to the same as what I listed in my first post.
The Homebrew Launcher says "Rosalina v2.0.0".
FBI is v2.5.3.
ctrQuake is v0.8 ("8th" release) for both CIA and 3dsx versions.
The only other 3dsx I have installed are FBI, ctr-no-timeoffset, and two different versions of prBoom, which all run fine. FBI and ctr-no-timeoffset are in SD/3ds/, while the other two are in their own folders.

MasterFeizz uploaded the latest compiled .3dsx a few pages back.
https://gbatemp.net/threads/release-ctrquake-quake-1-port.400170/page-32#post-8155661

So you have all the files from the github release and you replace the .3dsx with the latest one.
 

Antnommer

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MasterFeizz uploaded the latest compiled .3dsx a few pages back.
https : //gbatemp . net/threads/release-ctrquake-quake-1-port.400170/page-32#post-8155661

So you have all the files from the github release and you replace the .3dsx with the latest one.

Ahh, I didn't realize that was newer than the latest release on GitHub. Thank you, ctrQuake works now!! And so does Kurok!! ...sort of. The 3dsx still crashes, but it loads if I use the XML shortcut. However, the level graphics are a mess of artifacts, and it doesn't seem to pick up any keyboard at all, custom or otherwise. I started a multiplayer match, took two steps, and it crashed with the same old error. Perhaps the o2ds is too underpowered, but still, I have something I can work with.

Thank you again for your help!!
 

MrHuu

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Ahh, I didn't realize that was newer than the latest release on GitHub. Thank you, ctrQuake works now!! And so does Kurok!! ...sort of. The 3dsx still crashes, but it loads if I use the XML shortcut. However, the level graphics are a mess of artifacts, and it doesn't seem to pick up any keyboard at all, custom or otherwise. I started a multiplayer match, took two steps, and it crashed with the same old error. Perhaps the o2ds is too underpowered, but still, I have something I can work with.

Thank you again for your help!!

Ask yerWizard if he wants to recompile the kurok.3dsx with the latest ctrulib. That should solve your problems.

Great you got ctrQuake working, but we should thank @MasterFeizz , he's the true hero here.

While we got his attention.. Do you have any progress updates you wish to share with us? I happen to have these *.pk3 files which i don't know how to use..
 
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MrHuu

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I got hardware rendering working, but I think I'm going to rebase the next release on TyrQuake instead of glQuake.

With software rendering the game runs near perfect, even on an o3ds. I can imagine with hardware rendering its even better.
What advantages will rebasing on TyrQuake have opposed to glQuake?

And does it open up the possibility to maybe run a mod like Malice? Which makes the current ctrQuake crash.

.pk3 files are just zip files, but as far as I know they are used in Quake III.
i know, i know.. i just got exicted after your gameplay footage on twitter.. Amazing job there!
 

01y

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Is anyone else getting a hanging system (must hold power to get a response), after "Sound Initialization" is printed to the console during startup?
 

RikRok

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Can anyone tell me what I need to do to get the stereoscopic 3D effect? I've tried the latest version from the git, also the one on page 32 on this thread which says it has the 3D effect, but everything is flat for me!

(I'm using a new 3ds xl.)
 

x149te

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Can anyone tell me what I need to do to get the stereoscopic 3D effect? I've tried the latest version from the git, also the one on page 32 on this thread which says it has the 3D effect, but everything is flat for me!

(I'm using a new 3ds xl.)
Use hombrew version, not CIA
 

RikRok

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Use hombrew version, not CIA
Amazing, thank you! So good to play this game again.

One thing is the 3D effect isn't done in the best way, everything comes out at you as opposed to going into the screen (what should be far in the distance is at the same "depth" as the screen itself). Also as I'm sure people are aware the status bar is messed up in 3D. I don't suppose anyone is still working on this and has the will to make improvements?
 

x149te

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Amazing, thank you! So good to play this game again.

One thing is the 3D effect isn't done in the best way, everything comes out at you as opposed to going into the screen (what should be far in the distance is at the same "depth" as the screen itself). Also as I'm sure people are aware the status bar is messed up in 3D. I don't suppose anyone is still working on this and has the will to make improvements?
No one works on improve this error and 3d effect. But i enough enjoed in this version
 

DarKnight

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Help i have downloaded it right, but is says when i try to boot up, cant find gfx.wad. what do i do?

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

Help i cant boot up the ctr quake through the cia or homebrew. Im just 12 so i dont know too much on how this stuff works. i downloaded version 8 and replaced the 3dx file with the newer one found on tthe link above in the comments. it was before crashing but now its saying cant find gfx.wad, but i cant find where to download gfx.wad
 

placebo_yue

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Is there hope of getting the stereoscopic 3D version as cia? i don't know how hard to do that is, and tbh is not necessary, but it'd be neat.
I don't know if OP is still working (or willing to work) on this, but with a few details fixed it'd be 100% perfect, like fixing the GUI that bugs on 3D, and perhaps allowing to map other functions like save/load or +/- (for screen size adjustment) to the touchpad buttons.. Besides that i'm awed by the flawless performance on my O3DS. Thanks again, i feel like i found a goldmine these days since i noticed your work because of daedlaus64
 

Doczu

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I got hardware rendering working, but I think I'm going to rebase the next release on TyrQuake instead of glQuake.

.pk3 files are just zip files, but as far as I know they are used in Quake III.
Hi, will there be any further updates on this project, or is it shelved (for now)?
 
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