Quake 1 Ported to winCE

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Ian Micheal
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Quake 1 Ported to winCE

Post#1 » Tue Jan 15, 2019 10:00 pm

Hello I ported quake 1 to dreamcast Radquake First with saving sound and larger mod support.. Most of the quake ports are build on Nxquake RadQuake.. Mine was based on a SDL src base NXquake not..


Now i dont see why with The wince dev kit you dont port it using that .. i could do it we could get Hardware rending much easyer that way..


Post your thought's im looking into it as i know the quake 1 src base very well.. Why bother with half working openGL and kos.. when no one seem's to care now using the real dev kit.. really why i like to know.. if i re ported it using wince would any one care now.

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Nico0020
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Re: Quake 1 Ported to winCE

Post#2 » Wed Jan 16, 2019 12:36 am

I'd love to see it. The scene was really taboo about using dev kit stuff back in the day, but these days those feelings seem to have finally died off. Sega isn't going after anyone. There is a project of getting Quakeworld running online thats been in dev for awhile here.

Any new developments for the DC are welcome in 2019 IMO. Using real dev kits shoudln't be any sort of deterrent. Hell Tanglewood for Genesis (and later DC) was made using Genesis dev kits recently.

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Anthony817
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Re: Quake 1 Ported to winCE

Post#3 » Wed Jan 16, 2019 2:53 am

PLEASE! I would love a fully modable version! Hardware accelerated Quake was done already with Windows CE once by Titanium studios, but it isn't very friendly to mods. Nowadays people don't really have any kind of moral obligation not to use it unless they want to sell games at retail, but already many newer retail indie games like 4X4 Jam were ported using Katana libraries to my knowledge and nobody cares.
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Ian Micheal
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Re: Quake 1 Ported to winCE

Post#4 » Wed Jan 16, 2019 4:01 pm

Thanks I will try a simple port first.. null port it.. to get the main code base compiling.. then try to convert quake GL to the subset of directx in wince.. The overhead of wince footprint might make larger mod's not work like the other port.. I will try see what i come up with.. Im from back in the day and i would of never used it.. i did over 100 kos project's and emulator's and game's for dreamcast.. but i allways had problem's with missing lib's i knew how to use.. and random memory leak's etc etc. thanks for taking the time to comment.. once i have a basic port running.. i will release the source code for other's to work on.. no closed shop

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Anthony817
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Re: Quake 1 Ported to winCE

Post#5 » Wed Jan 16, 2019 4:31 pm

These are some exciting times for the Dreamcast community for sure! I can't wait to see what you come up with! I am down for beta testing as well. I beta tested like 90% of the Half-Life total conversion mod ports that Dreammatrix, AKA R4mbo, and Override did back in the day before the public got their hands on them. There were well over a dozen Half-Life ports I don't know if you were made aware of since your last time you were in the community. Some great classics such as They Hunger and Paranoia had stand alone ports on DC.

I have always wanted to make a WW2 FPS for Dreamcast using the assets from Day of Defeat, and doing something around that. I think that would be truly awesome. I mod Battlefield 2, and am far too busy with 2 mod projects already, but I always wanted to see what I could come up with Half-Life or Quake mods.
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NeoSnk
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Re: Quake 1 Ported to winCE

Post#6 » Thu Jan 17, 2019 11:22 am

This is very exciting, I can't wait to follow it! Please post all the progress here.
For tutorials and homebrews access Titan Game Studios: https://titangamestudioscom.wordpress.com/
For interviews and gameplay support me on YouTube:
https://www.youtube.com/@NaiAdventure/featured

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NeoSnk
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Re: Quake 1 Ported to winCE

Post#7 » Thu Jan 17, 2019 11:23 am

Anthony817 wrote:These are some exciting times for the Dreamcast community for sure! I can't wait to see what you come up with! I am down for beta testing as well. I beta tested like 90% of the Half-Life total conversion mod ports that Dreammatrix, AKA R4mbo, and Override did back in the day before the public got their hands on them. There were well over a dozen Half-Life ports I don't know if you were made aware of since your last time you were in the community. Some great classics such as They Hunger and Paranoia had stand alone ports on DC.

I have always wanted to make a WW2 FPS for Dreamcast using the assets from Day of Defeat, and doing something around that. I think that would be truly awesome. I mod Battlefield 2, and am far too busy with 2 mod projects already, but I always wanted to see what I could come up with Half-Life or Quake mods.


My favorite is Counter Strike. I couldn't believe when I saw this game (That I played a lot on PC) running on my DC <3 Great times.
For tutorials and homebrews access Titan Game Studios: https://titangamestudioscom.wordpress.com/
For interviews and gameplay support me on YouTube:
https://www.youtube.com/@NaiAdventure/featured

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Ian Micheal
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Re: Quake 1 Ported to winCE

Post#8 » Sat Mar 02, 2019 5:55 pm

Im working on it.. I must say first im working with my first port radquake geting upto speed with it again before i do this..

I have a wince version base quake1 src compiling but no video no sound no file loading.. i will have to write all these from scratch.. it's a lot harder then it use to be for me..

im working on.. when i get file loading and displaying video i will release the src .. base quake engine is ported very messy ive not commented it.. i need to do that..

just an update..

I will be posting update's on tweeter

https://twitter.com/IanMicheal10

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NeoSnk
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Re: Quake 1 Ported to winCE

Post#9 » Sat Mar 02, 2019 6:51 pm

Ill follow you there!!!
For tutorials and homebrews access Titan Game Studios: https://titangamestudioscom.wordpress.com/
For interviews and gameplay support me on YouTube:
https://www.youtube.com/@NaiAdventure/featured

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