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Old 23 August 2006, 21:51   #1
keropi
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Evil grin BlitzQuake_wos.lha GLquake & GLqwcl for WOS (MiniGL/Warp3D) CRASH!!!

Ok, I always wanted to try this port of Quake , but NEVER actually succeded to run it, not with my BPPC and not with my current CS-PPC!

It looks great,

Requires: PPC, 64MB RAM, WarpOS, Warp3D v4.2
Architecture: ppc-warpup

BlitzQuake - GLQuake and GLQwcl ports by Christian Michael
GLqwcl/GLquake for WarpOS (v1.0 - first Aminet-Release)

Changes since beta4 (was 68k-only):
WarpOS versions of GLquake/GLqwcl - compiled with GCC
IMPORTANT: needs at least 600K stack set manually
- Scripts for launching from quakedir: are included


I suppose it supports warp3D , so it looks better... but I always get a ppc exception when running it, I changed the stack tooltype to 610000 , also did assign quakedir: [install dir] (I cannot see any scripts!) but nothing works!
Has anyone ever run this? I tried all the ports I could find on aminet, no other seems to have warp3D support! any suggestions?
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Old 23 August 2006, 22:24   #2
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600k is 614400 bytes... Not sure if that will actually help anything though.
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Old 24 August 2006, 09:52   #3
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stack did not help at all... even at 650000
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Old 24 August 2006, 19:28   #4
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so I guess noone has ever run it?
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Old 24 August 2006, 21:02   #5
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BlitzQuake runs fine here on A1200PPC 240/060 with BVision ...

But I don´t have a BVision anymore and the tower is disassembled to put in a mediator with voodoo3 .... so I really cannot test anything right now
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Old 24 August 2006, 21:09   #6
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so what RetroMan, u just click the icon? does it have 3D acceleration?
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Old 12 January 2013, 19:11   #7
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So anyone can confirm that BlitzQuake runs fine on A1200PPC WOS/BVision setup ?
Tried a lot of things without any luck, same problems as keropi.

68K version of BlitzQuake works nicely with Warp3D/BVPPC.
A different GLQuakeWOS works well too.

But not the aminet version of BlitzQuakeWOS dated from 2002.
Maybe other versions available?
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Old 12 January 2013, 19:28   #8
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I think it needs more stack (try 4096000) + you will maybe need to disable your wallpaper/window patterns for extra videomem.

If you have the time, please try FullWin. You maybe need to change the game-script a bit with BVision but I dare you !
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Old 12 January 2013, 19:39   #9
roy bates
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what graphics card are you using?
i had to edit the script you click on so it uses a screenmode thats available.
i dont have it for ppc i use the 68k version.

try and see if you get the gears demo to work as this will confirm warp3d is working.
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Old 12 January 2013, 19:53   #10
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I never get this to work with bvison, it only works with my mediator /voodoo 3

Interestingly the 68k version works just fine!
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Old 12 January 2013, 19:57   #11
roy bates
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Quote:
Originally Posted by fitzsteve View Post
I never get this to work with bvison, it only works with my mediator /voodoo 3

Interestingly the 68k version works just fine!

isent the bvision a permidia chip?

on ppc wasent there something about disabling the mmu in envarc or something or other? for mediator use.or was that just for the voodoo.

Last edited by roy bates; 12 January 2013 at 20:28.
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Old 12 January 2013, 22:15   #12
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Yeah BVision has the permedia chip.

Not sure about the latter though, I kept backups of all my working configurations, it was painful getting it all going I remember that much but not exactly what I done to get it all working
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Old 13 January 2013, 15:22   #13
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No luck with GLQuakeWOS_Blitz so far.
It opens a grey screen, and a second later you get WOS exception :-(

68K version performs nicely in 512x384x15 screen at 20FPS
So I guess settings are ok and all files are ok.
I suspect there might be something wrong with the LQuakeWOS_Blitz aminet version.

So far nobody confirms getting it to run on BVisionPPC with WOS ?
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Old 13 January 2013, 16:28   #14
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Anyway to check how much ram is used on GFX card ?

Made some more progress, disabled audio (-nosound)
Also put WB to lowres to save max video memory.
Stack 10 000 000 ! (overkill)
Now the engine loads longer before crashing and takes about 60 MB of fast ram
previously took 30 MB.
Grey screen.
WOS - Memory protection violation Accees to 00000000
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Old 13 January 2013, 17:16   #15
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Quote:
Originally Posted by Bamiga2002 View Post
I think it needs more stack (try 4096000) + you will maybe need to disable your wallpaper/window patterns for extra videomem.

If you have the time, please try FullWin. You maybe need to change the game-script a bit with BVision but I dare you !

This is illogical! All GL games that open their own screen open a window on that screen that you don't see since all borders are 0 where the GFX is rendered (try sysinspector - screens - windows)

PS: Still no luck getting GLQuakeWOS_Blitz running, tried to switch off memory protection, but still get WOS Access violation error! Odd.
The only difference is address now is 00000CE not 00000000
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Old 13 January 2013, 19:29   #16
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Quote:
Originally Posted by Michael View Post
This is illogical! All GL games that open their own screen open a window on that screen that you don't see since all borders are 0 where the GFX is rendered (try sysinspector - screens - windows)
I know it's illogical, I wondered that myself! But it speeds up the games anyway so it must be a good thing no ?

What video address have you specified in WarpOS prefs? What are your other WarpOS-settings? Are you using ppc-libemu?
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Old 16 January 2013, 16:55   #17
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My settings
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Old 16 January 2013, 21:02   #18
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If you're using ppclibemu you should specify 'TERMINATOR=0'.
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Old 30 December 2013, 09:32   #19
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I recompiled a new Blitz version for bvppc.
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Old 23 February 2014, 12:48   #20
Michael
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Cool, found it, and it rocks!
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