Quake Already Ported To Gp2x (YES! It's true!)


Coded Arms = Sucks :/

denweb: Quake runs good on the Zodiac, so should run pretty nicely on GP2x, especially once some of the hardware gets taken advantage of. (A straight port is a walk in the park, but Squidge is the right guy to do some crazy stuff :)

Quiest: I think Squidge is the only one with a gp2x right now? Hmm? :)

jeff

/me tired out, hope I'm not down-toned today :)
 
Winterkid posted on Sep 27 2005 at 10:33 AM said:
I think what you're seeing Dave, is because the backlight he's using for the photo there is the blue screen from his tv/monitor. Doesn't seem like the normal backlight they use for the LCD screen.


Huh :blink:

No the backlight he is using is the one built in to the display. Their is a PCB behind the screen too so no your theory is wrong.

It may just be the camera/ lighting/ gamma setting in the game.
 
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denwebbx85 posted on Sep 27 2005 at 12:28 PM said:
I haven't played Quake on a handheld, but I have played Coded Arms. That game was challenging to control. If people make mods of the Quake 1 engine for use on GP2x, perhaps they should include an autoaim feature. I don't know how difficult that would be. I can say that one of the best autoaims I have seen in a game is in Metroid Prime. If you do choose to lock on, your crosshair could always be over the enemy untill you release the button.
It shouldn't be too bad since Quake was designed to be played with the keyboard at first before they implemented Mouse Look. I *think* it also had auto aim for the Vertical axis as well.
 
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Its good controleable with gp32, so why shouldnt it with gp2x where we have 2(4 when also useing volume buttons) buttons more? :)
 
this looks awesome.

but did i miss something? somewhere in this thread i saw that the gp2x doesn't has hardware floating points.

@squidge, as having the first running game: is this true?

and: how difficult was it to port quake? with linux and sdl i guess it was merely more than recompiling sdlquake and slightly changing some things here and there.
 
Vimacs posted on Sep 27 2005 at 02:41 PM said:
halflife is useing a heavy modifyd quake 1 engine.
and its closed source!
IIRC, The GP2x runs a variant of linux, so WINE could concieveably work. And there's half life linux.

I guess the ARM core will be the big hurdle.
 
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EdZ posted on Sep 27 2005 at 07:24 PM said:
IIRC, The GP2x runs a variant of linux, so WINE could concieveably work. And there's half life linux.
Unfortunately this won't happen. :(

WINE actually stands for Wine Is NOT a (CPU) Emulator... it only provides a Windows API on existing x86 hardware.
 
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EdZ posted on Sep 27 2005 at 01:24 PM said:
Vimacs posted on Sep 27 2005 at 02:41 PM said:
halflife is useing a heavy modifyd quake 1 engine.
and its closed source!
IIRC, The GP2x runs a variant of linux, so WINE could concieveably work. And there's half life linux.

I guess the ARM core will be the big hurdle.

The ARM will be a nearly insurmountable hurdle because HL would need to be recompiled for it and nobody here has the source (and if they did they couldn't redistribute it anyway). WINE wouldn't work for this either because the GP2X doesn't use an x86 processor. That's why there's not a working version for Macs yet. I'm looking at a /. article that says the Darwine people were going to use Bochs for x86 emulation as well, but Bochs + WINE would be way too much overhead to play HL on this machine. Sorry if I crushed anyone's hopes. I suppose someone could petition Valve to GPL the Half-Life source. I don't think trying that would hurt anyway, we wouldn't be the only ones to benefit from that.
 
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Well, if you don't include GPH's Gnuboy demonstration, Quake was probably the second thing that's been ported. Probably because no one had received there dev board by the time I got the port working.

no_skill: No, it's not a recompiled sdlquake. What fun would there be in using something like SDL?

Skeezix: Your right. My quake port talks to the display and other hardware directly and completely ignores linux (No sdl here) :) (and explains why it took so long, learning new hardware is fun).
 
are you until now only using one cpu? do you plan to use the second one too?

about halflife, the sourcecode was leaked (the alpha hl2, which is based on hl1) but some guys tried to get it on linux running with hl1 and no luck, so linux arm is out of question first. also this would be very illegal :)
 
I just checked his site, and they're up their for sure. Idk what ur all talkin about, but then again seeing as you all jump to conclusions about things you dont even know anything about or check out yourself (see Halo on GP32, which I am trying my hardest to make). So go to squidgie.co.uk :D
 
Squidge posted on Sep 27 2005 at 09:45 PM said:
no_skill: No, it's not a recompiled sdlquake. What fun would there be in using something like SDL?

Skeezix: Your right. My quake port talks to the display and other hardware directly and completely ignores linux (No sdl here) :) (and explains why it took so long, learning new hardware is fun).

I'd have loved to know, if using the SDL was easy. LOL. I'm very jealous. The blogs really nice, I do love the fact that your doing one.
 
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Vimacs posted on Sep 27 2005 at 12:46 PM said:
Its good controleable with gp32, so why shouldnt it with gp2x where we have 2(4 when also useing volume buttons) buttons more? :)

I never got a GP32, but I came close. I'm glad I waited. My psp was probably a waste of money. $40 games <_< :( They must be crazy. I guess they are good for handheld games, but the psp screen hurts my eyes.
 
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denwebbx85 posted on Sep 28 2005 at 03:19 AM said:
Vimacs posted on Sep 27 2005 at 12:46 PM said:
Its good controleable with gp32, so why shouldnt it with gp2x where we have 2(4 when also useing volume buttons) buttons more? :)

I never got a GP32, but I came close. I'm glad I waited. My psp was probably a waste of money. $40 games <_< :( They must be crazy. I guess they are good for handheld games, but the psp screen hurts my eyes.


I don't know why the PSP screen woulh hurt your eyes. It looks great, as long as images don't move fast, then you get that smearing. The contrast and black level are great though.
 
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Squidge posted on Sep 27 2005 at 10:45 PM said:
no_skill: No, it's not a recompiled sdlquake. What fun would there be in using something like SDL?

haha :) thanks anyway.

how is performance? we have 200 mhz, but still no fpu. so basically i guess it's the same as an overclocked gp32 (besides the additional ram, but the missing fpu was the bottleneck anyway afaik)
 
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Squidge posted on Sep 27 2005 at 11:45 PM said:
Skeezix: Your right. My quake port talks to the display and other hardware directly and completely ignores linux (No sdl here) :) (and explains why it took so long, learning new hardware is fun).

What documentation are you using? Is it a "beta version" of the docs that will be distributed with the sdk?

Also, are you going to release the source code?
 
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Squidge posted on Sep 27 2005 at 10:45 PM said:
Well, if you don't include GPH's Gnuboy demonstration, Quake was probably the second thing that's been ported. Probably because no one had received there dev board by the time I got the port working.

no_skill: No, it's not a recompiled sdlquake. What fun would there be in using something like SDL?

Skeezix: Your right. My quake port talks to the display and other hardware directly and completely ignores linux (No sdl here) :) (and explains why it took so long, learning new hardware is fun).

I know this is kinda demanding but, would you please write down the things you found out? No need that everybody has to find out on his own when we have our units.
 
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