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Old 17 June 2012, 09:49   #1
NovaCoder
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AmiQuake new 68k Quake Port for AGA/RTG

I just finished a new port of WinQuake to 68k (AGA/RTG).

WinQuake is the "official" Source port of Quake to Windows. It has no "modern" graphics (such as dynamic shadows) and lacks colored lighting, but is good for lower-end PCs that have Windows installed, or for oldschool players who prefer the game's original look.

WinQuake

Features:
  • AGA & RTG Graphics up to HD (WinUAE only!)
  • Highly compatiable wih the original game
  • 16bit AHI double buffered sound
  • 8bit native sound

This is another of my ports that could be enhanced with Indivision AGA Graffiti support one day

AmiQuake on YouTube

I'll upload it to AmiNet in the next couple of days.

Last edited by NovaCoder; 21 June 2012 at 09:01.
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Old 17 June 2012, 11:31   #2
johnim
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hi have you a link here for it to try
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A1200D 1d4:blizzard1230mk4/50/scsikit/128mb:indy mk ii:fastata mk ii:40gb
A1200 rev 2b*2 x A1200 1d4*A1200 1b*A600 2mb 4gb*A500*cd32 x2*cdtv=
sfs cf guide http://eab.abime.net/showthread.php?t=61048 cwb3.9 guidehttp://eab.abime.net/showthread.php?t=61180
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Old 17 June 2012, 12:01   #3
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Thanks !!!

wich cpu is used on the video ?
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Old 17 June 2012, 14:14   #4
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Nice, I look forward to testing on my A1200 Blizzy 060 @75mhz / IndiMkII
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Old 17 June 2012, 14:17   #5
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has anyone got a link for the aliens mod?
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Old 17 June 2012, 16:35   #6
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has anyone got a link for the aliens mod?
http://quakeone.com/files/4-mod-files/114-alien-quake/
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Old 17 June 2012, 19:16   #7
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thanks james.
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Old 18 June 2012, 05:23   #8
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Quake is very fast on 060@75Mhz,but is it possible to get 16bit PPC like the clickboom original 68k version but PPC so that the extra colours are displayed.
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Old 21 June 2012, 19:51   #9
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Did this ever get uploaded to Aminet?
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Old 21 June 2012, 23:11   #10
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Did this ever get uploaded to Aminet?
Hiya,

Not yet sorry, been really busy this week. I'll try and package it up this weekend
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Old 21 June 2012, 23:42   #11
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Good to hear! My 80Mhz 060 is on it's way back from Poland.
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Old 23 June 2012, 09:32   #12
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Just uploaded 2 AmiNet.
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Old 23 June 2012, 14:19   #13
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Great, I'm looking forward to testing it out when I get back

Does the Malice addon I sent you work with it? If so what are the commands to get it going
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Old 23 June 2012, 14:56   #14
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Just uploaded 2 AmiNet.
thx for the realese
is this port faster than clickboom' quake?
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Old 23 June 2012, 15:07   #15
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thx for the realese
is this port faster than clickboom' quake?
No not as fast as Clickboom's commercial release.....I'm just a part time coder

Yep Malice worked, just set it with the tooltype

Malice is very demanding though I found
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Old 23 June 2012, 16:32   #16
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hi any chance of a link cant find it cheers
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A1200D 1d4:blizzard1230mk4/50/scsikit/128mb:indy mk ii:fastata mk ii:40gb
A1200 rev 2b*2 x A1200 1d4*A1200 1b*A600 2mb 4gb*A500*cd32 x2*cdtv=
sfs cf guide http://eab.abime.net/showthread.php?t=61048 cwb3.9 guidehttp://eab.abime.net/showthread.php?t=61180
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Old 23 June 2012, 16:51   #17
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Yep!
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Old 23 June 2012, 18:49   #18
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This is only partially related, but I thought worth mentioning.

There is a port of Quake for the Nintendo DSi.

I was reading through the docs when I came across a line that said that they tested it with the Quake files from the Amiga release...

For what ever reason, I seem to find more and more Amiga users or ex-Amiga users developing homebrew for handhelds and home game systems.

Now what I'm wondering is if the resources on the Amiga CD are any different than the PC resources. Like was anything cut out to make it run smoother?
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Old 23 June 2012, 18:51   #19
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if it uses the pak files in the id drawer there all the same.(theres one for the psp as well)
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Old 23 June 2012, 20:21   #20
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Malice is very demanding though I found
Not as demanding as Aftershock,this addons is very hard you have to be lucky to get off the first level.

Don't forget the rare Shrak addon too.

Last edited by delshay; 23 June 2012 at 20:29.
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Old 23 June 2012, 21:02   #21
XDelusion
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I'm still not seeing this on Aminet. Where are you guys getting it?
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Old 23 June 2012, 21:17   #22
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from what ive seen it,ll take a while to show on aminet.
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Old 23 June 2012, 23:33   #23
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I've just stuck the AmiNet version in the Zone.
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Old 23 June 2012, 23:47   #24
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thanks will try tmoz
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A1200D 1d4:blizzard1230mk4/50/scsikit/128mb:indy mk ii:fastata mk ii:40gb
A1200 rev 2b*2 x A1200 1d4*A1200 1b*A600 2mb 4gb*A500*cd32 x2*cdtv=
sfs cf guide http://eab.abime.net/showthread.php?t=61048 cwb3.9 guidehttp://eab.abime.net/showthread.php?t=61180
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Old 24 June 2012, 00:20   #25
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Thanks!!!
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Old 24 June 2012, 12:27   #26
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I tried it.
Again, with my config B1260@66Mhz, it runs a looot slower than Quake.
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Old 24 June 2012, 16:39   #27
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Amiga related quake hint

http://aminet.net/package/game/patch/FastPatchQuake

This is must have thing with Amiga Quake. It was also in CU Amiga Quake special, with tools to make it permanent.

It really makes a difference. With it 040 40mhz is playable, if over 10 fps all the time is ok to you.
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Old 25 June 2012, 16:38   #28
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Quote:
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http://aminet.net/package/game/patch/FastPatchQuake

This is must have thing with Amiga Quake. It was also in CU Amiga Quake special, with tools to make it permanent.

It really makes a difference. With it 040 40mhz is playable, if over 10 fps all the time is ok to you.
I don't think that patch is needed with my port but thanks for the suggestion.

Version 1.04 in the Zone, just got a huge 10% speed increase by disabling dynamic lighting. I hope to get another few FPS by using the DS port for ideas so watch this space for future updates

This will be my last update for a couple of months as I'm off to sunny old England for a well earned holiday
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Old 25 June 2012, 17:53   #29
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Old 25 June 2012, 22:20   #30
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Thanks for this aminet release. Tried it on my A1200 68060@50 + AGA and it appears to be slightly faster and more playable than the old Quake68k port.
Are there still possibilities of improvement?
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Old 26 June 2012, 17:09   #31
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Are there still possibilities of improvement?
Quote:
Originally Posted by NovaCoder
I hope to get another few FPS by using the DS port for ideas so watch this space for future updates
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Old 26 June 2012, 23:07   #32
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I presume he is referring to cQuake for the Nintendo DS?
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Old 28 June 2012, 19:36   #33
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I downloaded http://www.quaketerminus.com/mods/alienq11.zip and copied it to AmiQuake directory.

If I start AmiQuake I get this error message: "W_LoadWadFile: couldn't load gfx.wad"

So I thouhgt I have to change the "game=MALICE" tooltype. After that I get this error:

You must have the registered version to use modified games


What is going on? What I`ve to change?
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Old 29 June 2012, 23:04   #34
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Quake is running pretty good on my Apollo 80Mhz 060, but BOOM is choppy as hell. Strange.
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Old 18 September 2012, 04:22   #35
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version 0.7 released

Just need that Indivision AGA Graffiti update now for another couple of FPS in AGA mode


Lots of other nice videos to watch on Youtube
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Old 18 September 2012, 21:36   #36
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Now the question is: Is it possible to make Quake running fine on MC68040???
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Old 18 September 2012, 22:05   #37
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assuming quake makes good use of such trigonometrixc functions, Apollo 060 users might
check Cosmosblog for a tuned 68060.library, version 66.8 for now.
worth a try, i think.
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Old 18 September 2012, 22:42   #38
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Now the question is: Is it possible to make Quake running fine on MC68040???
I doubt it, with some more work it should be playable on a slower 060 but I think an 040 is out of the question.
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Old 18 October 2012, 10:28   #39
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Wee!
Tested this last night and it FLIES on my 060/50... well, i get 10-15 fps pr so.
Im not sure i get how to make it run on RTG though?
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Old 18 October 2012, 13:57   #40
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Cool, glad you like it, I'm still trying to make it faster (got a new build going right now in fact).

To get it to run in RTG, you need to change the tooltype to 'RTG' from 'PAL', you also need to make sure you have a 640x480 8bit RTG screen mode available on your system.

The RTG uses the CyberGFX API which 'should' work on P96 systems but....
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