Homebrew CQuake for dsimode anyone?

YayMii

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I can't seem to get the mp3s working still. I can get the game to boot without the mp3s (though without using iMenu), but with the mp3s my game freezes at loading. I'm using dBpoweramp to convert the songs to MP3. I'm using the MP3 Lame encoder, and tried the recommended settings at Average Bitrate (ABR) and Constant Bitrate (CBR) without success.
But I used Windows Media Player to rip the songs off the disc, so it automatically converted them to WMA beforehand, and I converted those WMAs into mp3s. That could've caused an issue.
 

Paranoid Mouse C

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Snailface said:
Anybody else get it to work with S-Hax? ...
I have it working with Sudoku as well. But yeah, I only have to fine tune my .cfg and I'll be good to go!
yaynds.gif
I encourage other s-hax users to grab HBMenu - it makes loading homebrew via sudoku much more enjoyable lol.
QUOTE(Snailface @ Mar 3 2011, 02:25 AM) ... is it possible to save with S-Hax Quake?
Homebrew can't write to sd if I understand things correctly.
 

elhobbs

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YayMii said:
I can't seem to get the mp3s working still. I can get the game to boot without the mp3s (though without using iMenu), but with the mp3s my game freezes at loading. I'm using dBpoweramp to convert the songs to MP3. I'm using the MP3 Lame encoder, and tried the recommended settings at Average Bitrate (ABR) and Constant Bitrate (CBR) without success.
But I used Windows Media Player to rip the songs off the disc, so it automatically converted them to WMA beforehand, and I converted those WMAs into mp3s. That could've caused an issue.
it is also important that the files are encoded in stereo. mono will definitely crash. If you put one of your encoded files someplace I can download it then I will take a look and see if I can see the problem.

I am tempted to put the files that I encoded from the shareware quake cd on the google code page, but I suspect that would be against the shareware license agreement.
 

Another World

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this runs really smooth in dsi mode on the ievo. i'm really impressed by this, more so than the simon j hall build. audio works fine at joint-stereo for anyone who is wondering.

this is what my audio track 2 looks like:
Code:
Size: 3752542 bytes
Header found at: 0 bytes
Length: 313 seconds
MPEG-2 layer 3
96kbit, approx. 11988 frames
22050Hz Joint Stereo
CRCs: Yes, Copyrighted: No
Original: No, Emphasis: None

i made a custom config file, this is what i'm using:
Code:
bindÂÂÂÂDSSELECTÂÂÂÂÂÂÂÂÂÂÂÂ"toggleconsole"
bindÂÂÂÂDSSTARTÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ"togglemenu"
bind "DSUP" "+forward"
bind "DSDOWN" "+back"
bind "DSLEFT" "+left"
bind "DSRIGHT" "+right"
bind "DSTAP" "+jump"
bind "DSB" "+lookdown"
bind "DSA" "+attack"
bind "DSL" "+moveleft"
bind "DSR" "+moveright"
bind "DSX" "+lookup"
bind "DSY" "impulse 10"
dpad is for walking forward, backwards, and looking left or right
shoulder buttons strafe
tapping the screen jumps
X looks up while B looks down
Y switches weapon
A attacks

-another world
 

Sir_Voe

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While we're sharing settings, here are a few from my autoexec.cfg for those too cautious/uninterested to dl and try the zip I shared above.

Code:
r_ambient 60
sensitivity 20
crosshair 1
v_swap
+speed

r_ambient - makes everything brighter without making the textures look washed out.
sensitivity - makes touch screen aiming more sensitive, beyond what the in-game menu can offer.
crosshair 1 - enables the crosshair
v_swap - puts the display on the top screen (especially useful for if you're using the screen to aim MPH style).
+speed - enables always run.

You can try these via the console if you're still not sure you'll enjoy these settings.
 

Another World

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elhobbs,
i was curious if the official expansion packs have audio support? would those audio files need to be placed in id1/music or can they go in the expansion folder?

these are the two i'm thinking of:
Quake Mission Pack 1 - Scourge of Armagon (has 9 audio files)
Quake Mission Pack 2 - Dissolution of Eternity (has 9 audio files)

:::edit:::
dug out my cd collection, converted the audio, all seems to be working. when i load the mission packs i get some errors of "no spawn function for" and then it lists some data. otherwise they seem to be working and the audio is playing. audio is in the mission pack's music folder (IE: /Dissolution of Eternity/music)

cheers,
-another world
 

elhobbs

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Another World said:
elhobbs,
i was curious if the official expansion packs have audio support? would those audio files need to be placed in id1/music or can they go in the expansion folder?

these are the two i'm thinking of:
Quake Mission Pack 1 - Scourge of Armagon (has 9 audio files)
Quake Mission Pack 2 - Dissolution of Eternity (has 9 audio files)

:::edit:::
dug out my cd collection, converted the audio, all seems to be working. when i load the mission packs i get some errors of "no spawn function for" and then it lists some data. otherwise they seem to be working and the audio is playing. audio is in the mission pack's music folder (IE: /Dissolution of Eternity/music)

cheers,
-another world
as you figured out the mp3 files need to go into the music directory under the mission pack directory. cquake just uses the normal quake path searching when looking for files. so it will look in the mod directory first then quake directory.

I am not sure why you are getting the "no spawn function for" messages using the mission packs. I have played both mission packs in dsi mode and I do not get these error messages. the only file files I have in the mission pack folder is the pak0.pak file for the mission pack. did you put any other files in the mission pack directories (aside from the mp3 files)?
 

Another World

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yeah i did. i put the autoexec.cfg, CONFIG.CFG, and progs.dat files in there. are you saying that these files will be loaded from the id1 directory and do not need to be placed here?

i'll load up the packs later and type out the errors it gives.

-another world
 

elhobbs

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Another World said:
yeah i did. i put the autoexec.cfg, CONFIG.CFG, and progs.dat files in there. are you saying that these files will be loaded from the id1 directory and do not need to be placed here?

i'll load up the packs later and type out the errors it gives.

-another world
is that the progs.dat file that was included with the original cquake download? that file is just a memory optimized version of the standard quake progs.dat file - so it should only go in the id1 directory. It should not be in the mission pack directories. the autoexec.cfg and config.cfg are fine though.
 

Another World

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yep it was. i removed it and no more errors.

you really out did yourself on this one. i'm so impressed with how well this runs in dsi mode. i hope other developers make the jump to dsi and get some other stuff ported. i would love to see a fully working (and updated) version of ds heretic and hexen ds for the dsi-mode. with that said i'd also love to see doom working in dsi with pwad support and the save crashing bug fixed =).

cheers... i'm back to playing quake!

-another world
 

elhobbs

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Another World said:
yep it was. i removed it and no more errors.

you really out did yourself on this one. i'm so impressed with how well this runs in dsi mode. i hope other developers make the jump to dsi and get some other stuff ported. i would love to see a fully working (and updated) version of ds heretic and hexen ds for the dsi-mode. with that said i'd also love to see doom working in dsi with pwad support and the save crashing bug fixed =).

cheers... i'm back to playing quake!

-another world
yes, I agree on the heretic port. heretic was my favorite - it was the first game that I liked so much that I actually made custom content. I never released anything but it was a lot of fun.

I started a heretic port a while back with the renderer based on the iphone doom port, but never finished it. It is hard to find the time to actually finish these projects.
 

Another World

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as i was playing around with cquake today, i had an idea i wanted to run by you. would it be possible to add key bindings for multiple keys pressed at once? i'm thinking that stuff like “X+Y+Right Shoulder” could be used for jumping, weapon select, etc. There are limitations as to how many keys we can bind stuff to and right now i'd love a few extra.

i was also wondering if we can bind cheats to the virtual keyboard numbers. 1 is health, 2 is weapons, etc. cheating is fun sometimes, especially when i just want to play and not take it serious. it would be nice if it was possible to add those to the config file to save on touch typing and the memorization of the cheats in general.

there are so many great mods for heretic, i would love to see an updated version of it.

i really think you should attempt to make some significant improvements to cquake and enter it into the ievo dsi category of the homebrew bounty. i think everyone is partial to simon j hall's port because it came out first, but cquake runs SO SMOOTH in dsi-mode, its down right amazing and should be experienced by everyone.

cheers,
-another world
 

elhobbs

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I will have to think about the multiple key press bindings. My first thought is that it would be too cumbersome to use. When I am playing cquake I use the dpad to move forward and back an strafe left and right. I use the left trigger to shoot and the touch pad to turn, look up and down and tap to jump. I very rarely use the a b x y buttons at all as they are too hard for me to press when I am holding the stylus.

One thing that sounds easier to implement is a sort of modifier buttonthat would act like a control or alt key on a keyboard. Such that when the modifier key is held it will make other key presses behave as a different key.

You can bind cheats like "impulse 9" to keys on the keyboard. The mini keyboard is really just the number keys from the full keyboard and they are bindable. 1-8 are bound by default to change weapons leaving 9 and 0 free to be bound to something else.
 

Another World

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bind "TAB" "+showscores"
bind "ENTER" "+jump"
bind "ESCAPE" "togglemenu"
bind "SPACE" "+jump"
bind "+" "sizeup"
bind "," "+moveleft"
bind "-" "sizedown"
bind "." "+moveright"
bind "/" "impulse 10"
bind "0" "impulse 0"
bind "1" "impulse 1"
bind "2" "impulse 2"
bind "3" "impulse 3"
bind "4" "impulse 4"
bind "5" "impulse 5"
bind "6" "impulse 6"
bind "7" "impulse 7"
bind "8" "impulse 8"
bind "=" "sizeup"
bind "\" "+mlook"
bind "`" "toggleconsole"
bind "a" "+lookup"
bind "c" "+movedown"
bind "d" "+moveup"
bind "t" "messagemode"
bind "z" "+lookdown"
bind "~" "toggleconsole"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "ALT" "+strafe"
bind "CTRL" "+attack"
bind "SHIFT" "+speed"
bind "F1" "help"
bind "F2" "menu_save"
bind "F3" "menu_load"
bind "F4" "menu_options"
bind "F5" "menu_multiplayer"
bind "F6" "echo Quicksaving...; wait; save quick"
bind "F9" "echo Quickloading...; wait; load quick"
bind "F10" "quit"
bind "F11" "zoom_in"
bind "F12" "screenshot"
bind "INS" "+klook"
bind "DEL" "+lookdown"
bind "PGDN" "+lookup"
bind "END" "centerview"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+forward"
bind "MOUSE3" "+mlook"
bind "DSSTART" "togglemenu"
bind "DSSELECT" "toggleconsole"
bind "DSA" "+attack"
bind "DSB" "+lookdown"
bind "DSX" "+lookup"
bind "DSY" "impulse 10"
bind "DSL" "+moveleft"
bind "DSR" "+moveright"
bind "DSLEFT" "+left"
bind "DSRIGHT" "+right"
bind "DSUP" "+forward"
bind "DSDOWN" "+back"
bind "DSTAP" "+jump"
bind "PAUSE" "pause"
cl_maxfps "9999"
ds_osk "0"
ds_rpain "5"
ds_rmuzzle "6"
ds_rhealth "7"
ds_tap_time "9000"
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022"
sensitivity "5.500000"
lookstrafe "0"
lookspring "0"
cl_backspeed "200"
cl_forwardspeed "200"
_cl_color "0"
_cl_name "player"
_snd_mixahead "0.1"
volume "0.600000"
bgmvolume "1.000000"
ds_crosshair_color "0"
ds_clip_near "0.005"
ds_clip_far "40"
ds_hud_alpha "29.000000"
ds_flush "2"
showfps "1"
viewsize "110.000000"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "0"
gamma "0.500000"
crosshair "0"

i see that once you start to play around lots of stuff gets written to the config file. i added bind "0" "impulse 9" and when i press 0 i get unknown command "0". what am i doing wrong?

i play with a "doom" style control set up. i'm only using the touch screen to jump with a double tap. it would be easy for me to press X+Y+Right Shoulder, however i understand where you are comming from.

-another world
 

Another World

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elhobbs said:
I do not think impulse 0 exists - which is what you have the 0 key bound to. Did you mean to put impulse 9 instead?

i have to run a few tests now, but that copy and paste was from the config file after playing for a bit. i had not made any changes to it at that point. i was suprised to see so much stuff added to the config file after playing since my original config file only had the nds key bindings in it. i opened it to try to bind the keyboard, was suprised, and pasted the content so i had an original copy of what was included.

i have the correct things binded to the keyboard now but they do not work. i just get errors when i hit like "0" and then press "enter"

-another world
 
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