22 April 2012, 08:31 | #1 |
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WinQuake
I'm currently working on a new 68k port of Quake based on WinQuake
Blurb: WinQuake is the "official" Source port of Quake to Windows. It lacks support for high-resolutions, 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. The current plan is to make it 060 only and support RTG (direct CyberGFX mode) and AGA/Graffiti There's still lots of work to be done to get this working properly and at a decent frame-rate. I'll release the first BETA to the Zone when it's good enough for testing. Last edited by NovaCoder; 10 October 2012 at 06:58. |
22 April 2012, 10:01 | #2 |
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looking good so far!
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22 April 2012, 10:48 | #3 |
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Was thinking "shit thats pretty fast", then there was a lighting effect (explosion) and it died in the arse
Nice Work |
22 April 2012, 12:01 | #4 |
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Go The Po' Man A Break \o/
Nice choice of music to code to All the best for the project |
22 April 2012, 12:03 | #5 |
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Thanks
I was going to have a go a Quake 2 but I thought I'd give Quake a try first. Still lots of work to do on this port, I think a playable BETA is at least 3 weeks away at this point. |
26 April 2012, 21:15 | #6 |
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you're awesome because apparently you can make heads AND tails of the Quake source code.
Its all an unintelligible mess to me. |
26 April 2012, 21:31 | #7 |
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great mate thanks for your hardwork
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27 April 2012, 16:39 | #8 |
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I should have look for you MC68060 :P
Thx for Quake. Cant wait for release. How about it speed??? |
27 April 2012, 18:59 | #9 |
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29 April 2012, 08:17 | #10 |
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02 May 2012, 02:55 | #11 |
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02 May 2012, 09:53 | #12 |
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Think Natami!
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03 May 2012, 05:58 | #13 |
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I'm not sure, but there's way way to find out I guess
I'm thinking that an 060 optimized build targeting RTG (using the direct CyberGFX drawing method I'm now using in BOOM) might be ok on a fast 060 (eg @80Mhz). If Jens ever gets a 16bit Graffiti mode running at a decent speed with the IndivisionAGA Mrk2 then I will of course be looking to support that as well |
09 May 2012, 16:10 | #14 |
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I finally got to spend a couple of hours with this port tonight.
Now got mouse control working and got a big speed boost by targeting 060 (this video is running on WinUAE using an ATOM BTW). I also did a nice little icon Not much to do now really, it all seems to be working as expected and so far it seems to be nice and stable. I just need to implement the sound (using AHI) and some code cleaning and it should be ready for testing. Last edited by NovaCoder; 10 October 2012 at 07:00. |
19 May 2012, 10:52 | #15 |
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BTW: Will graphic card(like Picasso IV) give much boost to Quake with compare to AGA???
AFAIK Quake is more CPU and FPU dependent. |
20 May 2012, 14:30 | #16 |
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Depends on the screen mode really, I think for the standard 320x200 then RTG will only be slightly quicker, but if you want to run in a higher resolution then RTG is much faster.
Last edited by NovaCoder; 10 October 2012 at 07:00. |
28 May 2012, 17:35 | #17 |
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[ Show youtube player ]
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30 June 2012, 03:10 | #18 |
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Tried with WinUAE and it works just great. There's just one problem: the system crashes when you reach the end of the level.
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06 August 2012, 23:34 | #19 | |
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Quote:
It's not really meant for WINUAE, it seems to work ok on my real 1200 though (I'm currently working my way through the game). [ Show youtube player ] |
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30 August 2012, 15:56 | #20 |
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My config:
A4000, about 40MB RAM, CS MK II 66MHz, AGA + FBlit + BlazeWCP: 320x200 - 11fps 320-256 - 9fps Still to slow :/ 80MHz is to much for my CS MK II. I need to get faster RAM's or get 75MHz oscillator. Last edited by tom256; 03 September 2012 at 18:03. |
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