Homebrew CQuake for dsimode anyone?

elhobbs

Well-Known Member
Member
Joined
Jul 28, 2008
Messages
1,033
Trophies
1
XP
2,602
Country
United States
are you typing 0 at the console - is that what you mean by the "press enter" part? the key binding are not processed when the console is open - for the most part only when the game is unpaused and you are in a level.
 

Bunie

#1 Princess
Member
Joined
Aug 19, 2010
Messages
568
Trophies
0
Age
33
Location
Pleasureville, KY
XP
278
Country
United States
Why am i getting a "faild to allocate membase"
ohnoes.png
?
 

Bunie

#1 Princess
Member
Joined
Aug 19, 2010
Messages
568
Trophies
0
Age
33
Location
Pleasureville, KY
XP
278
Country
United States
I really dont want to insult this project, however,

There is already a Quake DS that runs better than this version, and is open source. why was it not picked up? If DSi support was added to it, then it would be legendary.

EDIT: Also, Duke 3D is epic, and no one has bothered with it either (Excluding that build made for that contest, wich is unplayable.)
 

Sir_Voe

Well-Known Member
Member
Joined
Apr 28, 2007
Messages
318
Trophies
0
XP
216
Country
United States
Bunie said:
I really dont want to insult this project, however,

There is already a Quake DS that runs better than this version, and is open source. why was it not picked up? If DSi support was added to it, then it would be legendary.

I have to disagree on that. From the first release of cquake, I noticed things that I preferred over Quake DS. The skyboxes, textures, lighting and giblets were all a step above, and now that it runs in DSi mode, the one downfall: performance is ratcheting up too.
Not to place either developer above the other. Elhobbs and Simon are both very talented.
 

Another World

Emulate the Planet!
Former Staff
Joined
Jan 3, 2008
Messages
10,578
Trophies
0
Age
47
Location
From Where???
Website
wiki.gbatemp.net
XP
5,409
Country
Colombia
elhobbs said:
are you typing 0 at the console - is that what you mean by the "press enter" part? the key binding are not processed when the console is open - for the most part only when the game is unpaused and you are in a level.

yes, when the console is open. i'm confused at this point. didn't you say that you could bind stuff to they virtual keyboard? how do you access stuff bound to the keyboard when playing if you can not open the console and physically type the key you want?

i'm thinking is misunderstood what you said.

thanks,
-another world
 

elhobbs

Well-Known Member
Member
Joined
Jul 28, 2008
Messages
1,033
Trophies
1
XP
2,602
Country
United States
Another World said:
elhobbs said:
are you typing 0 at the console - is that what you mean by the "press enter" part? the key binding are not processed when the console is open - for the most part only when the game is unpaused and you are in a level.

yes, when the console is open. i'm confused at this point. didn't you say that you could bind stuff to they virtual keyboard? how do you access stuff bound to the keyboard when playing if you can not open the console and physically type the key you want?

i'm thinking is misunderstood what you said.

thanks,
-another world
do not confuse the keyboard with the console. the keyboard always shows when the console is open. in game mode the keyboard can be displayed in 3 different modes: off - no keys at all, mini - 0...9 along the top, and full - the whole keyboard shows (may only work if 3d is on the top screen). This can be changed in the options menu.
 

elhobbs

Well-Known Member
Member
Joined
Jul 28, 2008
Messages
1,033
Trophies
1
XP
2,602
Country
United States
Sir_Voe said:
Bunie said:
I really dont want to insult this project, however,

There is already a Quake DS that runs better than this version, and is open source. why was it not picked up? If DSi support was added to it, then it would be legendary.

I have to disagree on that. From the first release of cquake, I noticed things that I preferred over Quake DS. The skyboxes, textures, lighting and giblets were all a step above, and now that it runs in DSi mode, the one downfall: performance is ratcheting up too.
Not to place either developer above the other. Elhobbs and Simon are both very talented.
yeah, quake ds does run better - not by much though - been a while since I played it - so I may be way off. I think cquake looks better.

simon put a lot of effort into improving the traceline functions in quake ds. that is the biggest slow down in cquake - I meant to ask him if I could steal it but never got around to it. the other hit is lighting - dynamic vertex lighting in cquake vs single face light in quake ds. I cannot remember if quake ds does dynamic lighting...
 

wolfmanz51

MrNintendosense
OP
Member
Joined
Nov 24, 2008
Messages
428
Trophies
0
Location
Somewhere in cali
Website
www.youtube.com
XP
360
Country
United States
@ Elhobbs I contacted simon a month ago (he didnt even know the dsi was hacked) about his Quake 2 port and if he would make a Dsi version that could run without the ram expansion, but alas he has no DSi or ievo.......

Anyways he said that he dose not mind if someone else uses his code (just give him a little cred) and he would be happy to assist anyone who takes on the endeavor. all in all he seems like a really nice guy from my talk with him.
QUOTE said:
Although I'd like to see a faster version of the game running I'm afraid I don't actually own a DSi so I think someone else would have to attempt it. And you're so right: Quake2 would likely work so much better with proper memory and a faster CPU. Can you program? I could lend support if you liked?

I will PM you his email Elhobbs, and thanks again for your awesome DSi mode brew its nice to see devs who still mess with old projects even if its just a little or a lot.
 

VatoLoco

Don't crush that dwarf, hand me the pliers.
Member
Joined
Jan 29, 2008
Messages
2,330
Trophies
1
Age
51
Location
Ya Cant Get There From Here
Website
www.backwoodzstudioz.com
XP
2,722
Country
United States
New release out today. r39
QUOTE(Change Log 08/28/11) said:
Updated cquake.nds for single player only. Works in DS and DSi mode.
  • updated for latest libnds
  • changed makefile to compile as arm code

Thanks for the update, elhobbs. Saving/loading now working via Sudokuhax =D
 

Rayder

Mostly lurking lately....
Former Staff
Joined
Jan 14, 2007
Messages
6,606
Trophies
1
Location
USA
XP
621
Country
United States
This is not a troll reply, these are honest questions and concerns before I attempt to set this up and give it a go. If they make me look like some kind of noob, so be it.

Erm....I seem to be missing something here. I downloaded the latest cQuake build and all I see is an .NDS file.....where's the readme.txt that tells you what files/folders you need to create and where to stick the necessary Quake files? I mean, I can glean SOME of what I need to know in this thread, but there seems to be gaps in the information, as if some of the info is common knowledge and didn't need to be explained. Well, where WAS it explained in the first place?

I would imagine more people would check this project out if there was some clearer instructions on how to set it up. As it is, we don't even have any screen shots to entice us, no clear set of instructions on how to set it up (none that I can see anyway), no YT vids of it running to increase interest......you see what I mean?

Obviously I'm missing some critical bit of something somewhere, but what, and where?

So far, this is all I know about this project:
I need the original Quake PAK files and MP3's (understood)
I will need to re-code the MP3's to 96kbps and 22khz stereo (easy enough to do)
I need an "ID1" folder in the root of my SD (are there other folders in that folder for levels and music and whatever else? This is where things become convoluted)
There will be cfg and/or ini and dat files. They may or may not be auto-created or required from....where? I put them where? In the root? In the "ID1" folder?
Do I really need some kind of homebrew booter program to run this? Can't I just run it straight from the cQuake.nds? I'm a little unclear on this homebrew booter deal that people keep mentioning, I never had to use any booter program before for any other homebrew.

If I attempt to run this project, I will be doing so with an EVO and a DSlite, not a DSi or iEVO or SCDS2. Is it worth my time to even try if I don't want to use a homebrew booter program or have the extra speed of a DSi? I mean, is it going to run very poorly on a regular DS to the point of not even being worth playing?

Like I said, there seems to be gaps of missing information. What am I not understanding? Why are these ini, cfg and/or dat files that are needed not available in the download and why are they apparently not already optimized for this project?

I seem to be at an odd sort of impasse here. I'm wondering if I should even bother to attempt to hunt down the necessary files and set this up if I'm going to have to use trial-and-error to get it going, and muddle through a bunch of unexplained ini/cfg/dat (whatever) settings to optimize it and follow vague info gleaned from this thread to make it work.

I'm no programmer/coder by any stretch of the terms, but I can follow instructions just fine, but if the instructions are hidden or non-existent or incomplete or scattered into bits and pieces across an entire thread, well.....you see my point, don't you?
 

Another World

Emulate the Planet!
Former Staff
Joined
Jan 3, 2008
Messages
10,578
Trophies
0
Age
47
Location
From Where???
Website
wiki.gbatemp.net
XP
5,409
Country
Colombia
hi rayder,
what sir_voe said is correct, this update is just for the single player mode running on the dsi. the only thing added to it is the ability to save/load directly to the sd card when using one of the dsi-ware exploits.

elhobbs port uses vertex lighting on the world and implemented dynamic lighting. he also changed how edicts are allocated which frees up about 70k of memory. the port by simon j hall is a bit more optimazed, has a really nice sound engine (written from scratch), etc. both versions work great but in regards to cquake it runs pretty well in ds-mode but you will notice a performance gain if running it in dsi-mode. if you are sticking to ds-mode you might be better off using the port by simon.

quakeds by simon j hall: http://quake.drunkencoders.com/index_q1.html

if you are still interested in getting cquake up and running it is pretty easy.

  • in root put the quake.nds and the quake.ini file.
  • in root put the ID1 directory

inside the ID1 directory you should have the following things:[*]a music directory which contains tracks 02 - 11 of the converted mp3s. you can also put any music you want to listen to, like your favorite metal band, just convert the mp3s correctly and name them 02.mp3 - 11.mp3.[*]the autoexec.cfg that came in the full pack download sir_voe linked you to.[*]the CONFIG.CFG that came in the full pack download sir_voe linked you to. if you would like a more "doom" control experience (not using the touch screen except to jump) then give my custom config file a try: http://www.sendspace.com/file/4rvjhk [*]the PAK0.PAK and PAK1.PAK data files found on the original quake disk. you can also use the shareware version if you don't have access to those files.[*]finally the progs.dat file found in the full pack download sir_voe linked you to.
once all that is set up correctly, assuming you correctly encoded the mp3 files, you can launch the .nds file and get to playing.

if you are interested in the 2 official expansions, Dissolution of Eternity and Scourge of Armagon, they set up the same way. just make folders named the same as what i just typed. the only step you want to omit is adding the progs.dat file. leave that out of the expansion directories, keep only 1 copy of it in the ID1 directory. then when you launch the .nds file it will ask you if you want to play an expansion or press B to cancel. pressing B will load quake and not the expansions.

if you use my custom config file it works in the following way:

QUOTE said:
UP/Down/Left/Right - moves around the screen
L/R - strafe
A - shoot
Y - change weapon
X - look up
B - look down
Double Tap Screen - jump

With my version there is no button for run but you can edit the autoexec.cfg. add +speed to the bottom and you will always run.

i asked elhobbs for more keybindings like UP+XA would run or X+L would execute a cheat, etc. he said he would look into it but sadly it as never added.

-another world
 

VatoLoco

Don't crush that dwarf, hand me the pliers.
Member
Joined
Jan 29, 2008
Messages
2,330
Trophies
1
Age
51
Location
Ya Cant Get There From Here
Website
www.backwoodzstudioz.com
XP
2,722
Country
United States
Rayder said:
Erm....I seem to be missing something here. I downloaded the latest cQuake build and all I see is an .NDS file.....where's the readme.txt that tells you what files/folders you need to create and where to stick the necessary Quake files? I mean, I can glean SOME of what I need to know in this thread, but there seems to be gaps in the information, as if some of the info is common knowledge and didn't need to be explained. Well, where WAS it explained in the first place?

I would imagine more people would check this project out if there was some clearer instructions on how to set it up. As it is, we don't even have any screen shots to entice us, no clear set of instructions on how to set it up (none that I can see anyway), no YT vids of it running to increase interest......you see what I mean?

Obviously I'm missing some critical bit of something somewhere, but what, and where?

So far, this is all I know about this project:
I need the original Quake PAK files and MP3's (understood)
I will need to re-code the MP3's to 96kbps and 22khz stereo (easy enough to do)
I need an "ID1" folder in the root of my SD (are there other folders in that folder for levels and music and whatever else? This is where things become convoluted)
There will be cfg and/or ini and dat files. They may or may not be auto-created or required from....where? I put them where? In the root? In the "ID1" folder?
Do I really need some kind of homebrew booter program to run this? Can't I just run it straight from the cQuake.nds? I'm a little unclear on this homebrew booter deal that people keep mentioning, I never had to use any booter program before for any other homebrew.

Just FYI, before i upped r39 to Filetrip, I took the liberty of adding all the basic files you need from the 2008 cQuake release (sans PAK files and old .nds), to the download.
 

mechagouki

Kill 'em all...
Member
Joined
Nov 20, 2008
Messages
679
Trophies
0
Age
51
Location
Toronto, ON
XP
577
Country
Canada
Put this on my SD last night and ran it on my XL through Sudokuhax - it flies! The demo at startup is almost too fast to watch! Game looks awesome too, smooth and fast throughout - FPS rarely drops below 30 even with one of those big old lightning throwing fuckers on the screen. Only (very minor and not really important) issue I have is that I can only save from the console - single player save/load options are not working for me.

Really great work, now to hunt down some expansions.
 

scotch

Active Member
Newcomer
Joined
May 7, 2011
Messages
32
Trophies
0
XP
243
Country
Hi Guys,i know im a bit late to the party but good work elhobbs,anyway i enjoyed playin quake so much ive just finished the fourth and final episode and decided to try and play the two expansion packs scourge of armagon and dissolution of eternity.I followed all of another worlds step by step help (thnx fella) but when im asked to choose a folder for my game mods,the id1 folder isnt showing up?ive tried putting the expansions into the root,this way theyll show up only dissolution starts to load then freezes with the message "ox2399070 : 275856 Temp" and underneath that "982 Total Blocks", i had a little more look with scourge, ive managed to get this to run, but it always freezes after loading up just after youve walked onto the slipgate after picking your skill level (basically the start of the actual game),anyway any help would be greatly appreiciated!thnx guys.PS imusin a DS lite with a SCDSTwo
 

Another World

Emulate the Planet!
Former Staff
Joined
Jan 3, 2008
Messages
10,578
Trophies
0
Age
47
Location
From Where???
Website
wiki.gbatemp.net
XP
5,409
Country
Colombia
this is how i have it set up...

root:
Dissolution of Eternity
ID1
Scourge of Armagon
cquake.ini
cquake.nds

these are the contents of each folder:
Code:
ID1
...music
......02.mp3
......03.mp3
......04.mp3
......05.mp3
......06.mp3
......07.mp3
......08.mp3
......09.mp3
......10.mp3
......11.mp3
......12.mp3
...autoexec.cfg
...CONFIG.CFG
...PAK0.PAK
...PAK1.PAK
...progs.dat

Dissolution of Eternity
...music
......02.mp3
......03.mp3
......04.mp3
......05.mp3
......06.mp3
......07.mp3
......08.mp3
......09.mp3
...autoexec.cfg
...CONFIG.CFG
...PAK0.PAK

Scourge of Armagon
...music
......02.mp3
......03.mp3
......04.mp3
......05.mp3
......06.mp3
......07.mp3
......08.mp3
......09.mp3
...autoexec.cfg
...CONFIG.CFG
...PAK0.PAK

the problem i had with the expansions was that i initially included the progs.dat, but this 1 file should only be in the id1 directory. if you are using r38 or 39, don't adjust the heapsize as per my ievo instructions, this would lock you into dsi-mode and you said you are using a scds2.

double check your pack files by CRC:
ID1
PAK0.PAK [74E3B084]
PAK1.PAK [2E803216]

Quake Mission Pack 1 - Scourge of Armagon [PAK CRC of D17835FB]
Quake Mission Pack 2 - Dissolution of Eternity [PAK CRC of 38B70CE8]

good luck,
-another world
 
General chit-chat
Help Users
  • No one is chatting at the moment.
    Psionic Roshambo @ Psionic Roshambo: Lol