gpquake


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;) i dont really no much about it but some1 was saying that gpquake need some fixed point conversions. I soon came across pocket quake here http://quake.pocketmatrix.com/download.php which has the source code. Its already optimised specificalyl 4 arm processors but i think 200mhz strong arms i dont really no. It has near full fixed point conversion and seems 2 get a good fps on pocket pcs would it be easier 2 port this as oposed 2 spending ages converting the other port 2 fixed point as this one already is optimised + in fixed point. Its probably not going 2 happen but neway just so ppl no <_<
 
Well, we've already seen what can be done insofar as optimisations are concerned - specifically, I'm thinking with Castaway, where the original ST emus ported already (and optimised apparrently - pfff) were designed for 200 MHz Arm processors, and Skeezix managed to get it down extremely well to 133MHz...

So I'm guessing it would be possible... especially since the original quake ran on pretty low-end machines (486dx 66 wasn't it? Someone who's still got the min specs for original, please tell). Albeit, those were machine with FPUs, but if its already had a fixed point conversion...
 
I have the boxed original PC version of quake, The full system requirements for this as written on the box is as follows.

- IBM & Compatibles
- Ms Dos 5.0
- Pentium processor strongly recommended
- Minimally requires 486 DX4/100
- 8mb ram, 16mb recommended
- Hard disk space, 75mb for full version,
40mb for shareware
- Vga and svga graphics support
- Supports sound blaster & 100% compatibles
- Joystick and mouse support, 3 button mouse
recommended
- Supports modem, Network and ip (internet) play
- Cd-rom drive

Trooper
 
I would like to know how to set up a makefile to compile with all these .c files, because at the moment my projects only have 10 .c files maximum so i can add them manually to the makefile. Maybe theres a nifty makefile that does a search of all the .c files, i think its macros but if some could get quake to start compiling it would be cool.
 
Suppose ill have to install the arm-gcc on linux, then i can use xmkmf (its well easy) or even try to do these cool ./configure scripts.
 
Erm ... I don't tell you cos it's beyond the tutorial scope, but you certainly don't need to add each file individually. Makefiles can be configured to compile all .c files automatically.
 
Your right i think it is, although things could of course have moved along greatly with the source optimisation since then.

I dare say you could just slot the newer source files over the top of the gp32 version source and type 'make'

-Craig

www.gbax.com
 
;) Sorry i just didn't realise the old port was but i think alot of fixed point conversions have happened since ... hopefully if it can just be recompiled in the way u say above dus that mean it shud b ready quite quickly?
 
Who cares about the floting point, couldn't you do away with it 100%, the chars might be a bit jerkey, but not much (unless the whole world is 1 high, 1 width, and 1 length or something like that)
 
Yeah, it just takes time to do :(

Since its Fixed Point Converted already, (but wasn't when it was originally ported) we might be able to get a working version a lot sooner than everyone was expecting though.
 
It still seems to run pretty slow. Would lowering the resolution to say, 160x200, and stretching that out make it run better?
 
Stretching is a *very* CPU intensive task... but hey - it *might* be less intensive than rendering larger textures... everyone else's call, that one...
 
perhaps a resolution of 160x120, and doubling the pixels to 320x240. Very easy for the processor to do.

perhaps even rendering the polygons at full resolution, but rendering the texture maps at a lower resolution. Or lowering the colors of the texture maps, but retaining full color for the game as a whole (think VirtuaOn).
 
Don't ask me, I don't code... sounds plausible to someone who doesn't though :)

If someone does a Quake port, then we've got quite a bit going for us that we didn't have before. Lots more mods, for one thing (I think... not sure quite what was released insofar as mods are concerned for Quake 1)
 
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