WIP QuakespasmNX - a better Quake port

Discussion in 'Switch - Emulation, Homebrew & Software Projects' started by fgsfds, Sep 17, 2018.

  1. sj33

    sj33 GBAtemp Psycho!

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    It was ported to Vita, but not Switch as far as I’m aware.
     
  2. falquinho

    falquinho Member

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  3. Risteing

    Risteing Member

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    Last edited by Risteing, Dec 19, 2018
  4. lordelan

    lordelan GBAtemp Psycho!

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  5. Purple_Shyguy

    Purple_Shyguy GBAtemp Advanced Fan

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    im crashing with this wevery time i try to start up a game.

    Should I be starting with a completely fresh folder? I just threw your .nacp and .nro into my existing Quakespasm
     
  6. falquinho

    falquinho Member

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    Hmm, weird. I assume you can get to the menu and all.
    The game crash when you load a game and when trying to create a new game? Or just when loading?
    I personally do exactly what you said, just drop the nro+nacp ontop of the old ones, and always worked.
    Maybe mess with the 1080p toggle to make sure you are running on 720p?!
     
  7. Purple_Shyguy

    Purple_Shyguy GBAtemp Advanced Fan

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    I can play around in the menus fine. Starting a game or loading a save I get a hard crash in the applet and a soft crash back to switch menu with full hb menu.

    Definitely in 720p mode. Crashes in both thattand 1080p for me. I'm on TX OS if maybe that's a problem.

    Making a fresh new folder also no luck there. Oh well.
     
  8. Pippin666

    Pippin666 SSF43DE Master

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    This is the only reason why I would hack my console.

    Pip'
     
  9. Csmrcc

    Csmrcc GBAtemp Regular

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    Same for me, os 6.1, reinx, from hb.snp, working without the giroscope stuff, not able to create new game with it.
    :(
     
  10. falquinho

    falquinho Member

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    Can you guys test with atmosphere? I have no idea why its crashing but thats the only variable, so maybe woth a try.
     
  11. kassio69

    kassio69 Newbie

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    Didn't work for me either.. (Atmosphere 0.8.3).
    Game and expansion packs runs smoothly with fgsfdsfgs files.
    When I try it with your .nacp and .nro the game loads but crashes when the player touches the first ammo box in the demo.
    I don't get any error logs.

    Can someone please build the latest commits from fgsfdsfgs ("exit gracefully on HOME-induced termination")?
    I tried but got some "collect2" error (totally newbie here)

    Thanks!
     
    Last edited by kassio69, Feb 23, 2019
  12. cucholix

    cucholix Banners guy

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    It runs like a charm with atmos 0.8.4 :)
    BTW it can be hard land a shot to an enemy without crosshair, you can enable it in the config file "crosshair=1"
     
  13. kassio69

    kassio69 Newbie

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    Did you get the gyro aiming version to work?
     
    Last edited by kassio69, Feb 23, 2019
  14. cucholix

    cucholix Banners guy

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    No, I’m using the standart one
     
    Last edited by cucholix, Feb 23, 2019
  15. Ch0wW

    Ch0wW Member

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    I'm deeply thinking to add a few more options in the menu, in order to be able to better calibrate the stick sensitivities without modifiying the .cfg file every time, aswell as adding a few patchs from Spike.

    Does it compile out of the box with the latest devkitpro ?
     
    Last edited by Ch0wW, Feb 25, 2019
    nabelo, Csmrcc and lordelan like this.
  16. kassio69

    kassio69 Newbie

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    I tried the latest devkitPro on Windows, but after some minutes this is how it ends:

    build error.
     
  17. Ch0wW

    Ch0wW Member

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    removing -lnx from the Makefile.nx seems to fix the issue for me.

    But, it immediately throws an error with the .nro, being much smaller than the original file...

    EDIT : nxQuake2 doesn't have that issue, for some reason...

    EDIT 2 : I reported it to the github repository, just in case of.
     
    Last edited by Ch0wW, Mar 17, 2019
  18. fgsfds
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    fgsfds GBAtemp Regular

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    It's likely that none of my ports currently work with the latest libnx.
     
  19. Csmrcc

    Csmrcc GBAtemp Regular

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    You are using what cfw and horizon?
     
  20. Ch0wW

    Ch0wW Member

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    Actually, the problem was because I didn't link the -lnx library with QuakeSpasmNX, resulting in a much smaller file, and to make it work, one shouldn't omit it.

    I've made a commit ( ==> https://github.com/Ch0wW/QuakespasmNX/commit/c96d3659aafc9d8d73a18d18e76ae68c94ab7dcd ) that fixes the "Multiple definitions" problem, similarily to nxQuake2.

    However, fgsfdsfgs & I have gotten another problem after making this change :
    Error: Couldn't init SDL video: displayIndex must be in the range 0 - -1.

    If some people are aware of what's causing this issue, we're all ears.
     
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