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I'm working on Quake again, requesting some advice
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ataxy



Joined: 13 Apr 2007
Posts: 26

PostPosted: Tue Nov 06, 2007 12:19 pm    Post subject: Reply with quote

so any new on the quake front is this port back into hibernation
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MDave



Joined: 09 May 2005
Posts: 84

PostPosted: Fri Nov 09, 2007 3:33 am    Post subject: Reply with quote

Well, since PeterM can't work on the port anymore, and cswindle isn't active, it looks like you have to rely on other people to continue the port. Or work on it yourself. I've only done little bits here and there, but mainly features for my own quake based game project. I'm no real programmer so I can't figure out how to manage the texture memory correctly and thus, can't do lightmapping either :( . I wish the port was completed by someone more able then me. In the end I'll probably switch to the Dungeons 2 engine, depending on how much user created content can be used :)
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ataxy



Joined: 13 Apr 2007
Posts: 26

PostPosted: Fri Nov 09, 2007 3:52 am    Post subject: Reply with quote

thats what i tought to, its unfortunate that i aint no progammer to so i guees that was the last whe heard of it, well still i want to thx peteM and cswindle for the effort they have put in this port
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Be3f



Joined: 15 Mar 2007
Posts: 59

PostPosted: Mon Nov 12, 2007 8:31 pm    Post subject: Reply with quote

http://www.dcemu.co.uk/vbulletin/showthread.php?t=79042

Quote:
PSP Quake 1 ver. 1.0
Release by jurajstyk

This is a port of ID Software's Quake 1 to the PSP.
Based on PSP Quake port by Peter Mackay and Chris Swindle.

Developed and tested on PSP with firmware version '3.40 OE'.

Features
--------

Working:
- Music playback trough MP3 implemented with MAD audio library (can be switched on/off from options menu)
- Software and Hardware rendering.
- Single player game
- Sound
- Save/Load
- Console commands
- Command line params (through 'quake.cmdline' file)
- Multiple screen resolutions in software rendering (trough command line params)
- User made maps loading (from console or command line params)
- User made mods loading (through command line params)
- Demo recording and playback (from console)
- On Screen Keyboard

Known issues:
- Some mods or maps might not work due to memory constrains or might not work correctly
- timerefresh command disabled in hardware rendering (stability issue)
- Some maps require raising 'r_maxsurfs' and 'r_maxedges' to render correctly in SW client
(can be done from command line or console)

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Cpasjuste



Joined: 29 May 2005
Posts: 214

PostPosted: Thu Nov 22, 2007 8:10 am    Post subject: Reply with quote

Thanks to raphael and cooleyes (and jurajstyk of course), i'v made some slim optimisation to the source code :


Quote:

Quake 1 for PSP v 1.0 Psp Slim Optimized

- Quake heap size is now 40Mb (40Mb of available memory for your hudge quake maps!)
- Disabled debug console that was writing to the memory stick.
- Disabled texture downscale by default
- Libmad software mp3 decoding is replaced by the PSP hardware mp3 decoding!

Thanks to Juraj Styk for his perfect Quake 1 port.
Thanks to cooleyes @ forums.ps2dev.org for his hardware mp3 decode sample.


Download : http://mydedibox.fr/index.php?option=com_docman&task=doc_download&gid=13&Itemid=53

Source code : http://mydedibox.fr/index.php?option=com_docman&task=doc_download&gid=12&Itemid=53


Last edited by Cpasjuste on Thu Nov 22, 2007 8:16 am; edited 1 time in total
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PeterM



Joined: 31 Dec 2005
Posts: 125
Location: Edinburgh, UK

PostPosted: Thu Nov 22, 2007 8:12 am    Post subject: Reply with quote

Congrats to all involved - good work guys!
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Wraggster



Joined: 26 Aug 2005
Posts: 121

PostPosted: Fri Nov 23, 2007 7:24 am    Post subject: Reply with quote

Nice ill test this on my PSP slim when it arrives, thanks for the news.
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7oby



Joined: 09 Jun 2006
Posts: 25

PostPosted: Fri Nov 23, 2007 8:28 am    Post subject: Reply with quote

Excellent work ! And as far as I remember the first application that makes use of Slim's 64MB !

I quickly testet the Slim version and it runs on the Slim, but does not on the Phat (as expected).
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Be3f



Joined: 15 Mar 2007
Posts: 59

PostPosted: Fri Nov 23, 2007 5:07 pm    Post subject: Reply with quote

Cpasjuste - awesome update, now huge mods work on Slim & MP3 doesn't slowdown framerate much! How about the kernel & user modes builds for the PSP-Fat with hardware MP3 streaming (have no psp-sdk, cygwin & toolchail installed on this new laptop to compile anything myself...)? ;-)
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Be3f



Joined: 15 Mar 2007
Posts: 59

PostPosted: Fri Nov 23, 2007 5:12 pm    Post subject: Reply with quote

I've made a new PIC1.PNG (using Quake boxart) and edited ICON0.PNG, added SND0.AT3 (small part of the Metallica - Nothing Else Matters) and recompiled Hardware Kernel EBOOT with no kxploit (single EBOOT, no second dir with %). That's how it's displayed in the PSP XMB:



Download: PIC1.PNG; ICON0.PNG; SND0.AT3 and the HW-KM EBOOT with this art:
here

If you like it, include this art into next releases ;-)
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MDave



Joined: 09 May 2005
Posts: 84

PostPosted: Sat Nov 24, 2007 7:05 am    Post subject: Reply with quote

Amazing work jurajstyk, and Cpasjuste for the mp3 hardware decoding build!
I'll definetly use these versions for my quake mod. Noticed 2 bugs though with the mp3 hardware decoding version though:

Crashes when a track has finished playing, and crashes if you exit the game with the CD/MP3 option turned off. I've tried to fix the bugs, but no success so far.

Oh and here's a temporary fix for the player skins in multiplayer (dosn't use the color's set in the options, but better then the garbage that's usually seen.)

In video_hardware_main.cpp, in the R_DrawAliasModel function:

Code:

change this line:

   if (currententity->colormap != vid.colormap/* && !gl_nocolors.value*/)

into:

   if (currententity->colormap != vid.colormap && 0)

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Cpasjuste



Joined: 29 May 2005
Posts: 214

PostPosted: Sat Nov 24, 2007 8:38 am    Post subject: Reply with quote

Hehe shame on me, it seems i did not test enough my build ...
I will try to fix this soon if nobody do it.
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Be3f



Joined: 15 Mar 2007
Posts: 59

PostPosted: Sat Nov 24, 2007 7:57 pm    Post subject: Reply with quote

Are all textures cashed in the video memory, or in the main RAM? Now there is enough RAM for mipmaps, or even hi-rez textures with mips In PSP-Slim. Can anyone imlement the additional textures support to the Slim version, like almost all modern PCQuake-ports have? With 16 bit color (the best solution is imho GU_COLOR_5650 - perfomance/quality balance), higher resolutions and standart format (better TGA). I guess that 96x96 or 128x128 res (instead of original 32x32) for textures will be the best compromice (quality/memory/perfomance), and mipmapping will save high framerate...

I have a huge collection of defferent Quake-retexturing PAKs (and the unique compilation of the best textures from these packs - all 600+ textures are remastered very professionaly!) and wanna play around with them in Irfan View for Quake-PSPSlim, but i'm noob in C coding...
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cloudhunter



Joined: 17 Aug 2006
Posts: 86

PostPosted: Sat Nov 24, 2007 8:38 pm    Post subject: Reply with quote

Cpasjuste wrote:
Hehe shame on me, it seems i did not test enough my build ...
I will try to fix this soon if nobody do it.


Any chance of making it work on both Fat and Slim with one eboot? There are functions to detect whether a PSP is a Fat or a Slim.

Cloudy
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Cpasjuste



Joined: 29 May 2005
Posts: 214

PostPosted: Sun Nov 25, 2007 2:44 am    Post subject: Reply with quote

I will cloud :)

Be3f could you provide me some link to some good q1 texture pack ?
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cloudhunter



Joined: 17 Aug 2006
Posts: 86

PostPosted: Mon Nov 26, 2007 8:00 pm    Post subject: Reply with quote

Would it be possible to have IR keyboard in it aswell? I'm sure there was a build with IR keyboard support - and if you could implement that, it'd be perfect :)

Cloudy
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ataxy



Joined: 13 Apr 2007
Posts: 26

PostPosted: Mon Nov 26, 2007 8:19 pm    Post subject: Reply with quote

Cpasjuste wrote:
I will cloud :)

Be3f could you provide me some link to some good q1 texture pack ?


go there for texture
http://facelift.quakedev.com/
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Be3f



Joined: 15 Mar 2007
Posts: 59

PostPosted: Fri Nov 30, 2007 3:31 am    Post subject: Reply with quote

ataxy wrote:
Cpasjuste wrote:
I will cloud :)

Be3f could you provide me some link to some good q1 texture pack ?


go there for texture
http://facelift.quakedev.com/

Yes that's it, but i dislike the latest Quake-Retexturing PAKs.

Here you are a comparison of some textures from the last QRP and my "unique compilation of the best textures", see the difference:










Other examples:
http://img402.imageshack.us/img402/1236/light12md9.png
http://img221.imageshack.us/img221/2153/light12bcn2.png

http://img221.imageshack.us/img221/7751/quakehf1.png
http://img254.imageshack.us/img254/5243/quakebbs1.png

http://img254.imageshack.us/img254/2421/wall98wy2.png
http://img221.imageshack.us/img221/494/wall98bnk3.png

http://img254.imageshack.us/img254/5012/m55eu0.png
http://img254.imageshack.us/img254/9499/m55bov2.png

http://img221.imageshack.us/img221/613/wizmet13gm8.png
http://img221.imageshack.us/img221/8213/wizmet13bvz3.png

http://img254.imageshack.us/img254/3258/1planetzn2.png
http://img402.imageshack.us/img402/5948/1planetbyj1.png

http://img402.imageshack.us/img402/715/key021rv0.png
http://img254.imageshack.us/img254/2874/key021bil8.png

When i say unique, i mean that you won't find most of these textures anywhere in the web. So, i've uploaded my PAK to the filefront.com, download it here (120 Megs) (compressed with 7zip archivator: www.7zip.org) ;)

Btw, i used some of these textures in the Dark Dungeons mod for the Dungeons3D-PSP v0.6 (http://www.dcemu.co.uk/vbulletin/showthread.php?t=44879). I used up to ~15 textures per game level in 256x256 res with mipmapping in the GU_COLOR_5650: for the dungeons engine there was space for two 256x256 textures with mips in PSP VRam (or 7 128x128), other vere cashed in the main RAM. Dungeons engine 2 (WIP...) supports up to 512x512 textures (i've tested four 512x512 textures with map in the PSP-Gallery demo). Quake loads much more textures for each map and other stuff, but i think that twice increased RAM in PSP-Slim will be enough for 128x128 textures with mips.

P.S. And here you are the most advanced Quake-Retexturing Mega Pak by Rygel: http://www.quakeone.com/forums/showthread.php?t=2778 - 2,7 GB of the high res (up to 1024x1024!) textures with bumpmapping (normal, specular & diffuse maps included) better used with DarkPlaces engine, requires powerful PC with huge Videoram...
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