Mod Quake 2 with PSX/N64 ports levels to save memory?
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- dark night
- Posts: 53
Re: Mod Quake 2 with PSX/N64 ports levels to save memory?
I'm currently focused on finishing up my port of After The Fall, but once that's done I'll be sure to take a look.
I saved Bero's code upon release but I'm missing some of the files needed to re-create his development setup.
As a side note; the last time I looked Bero's sourceforge page was still active, but he stopped responding to emails at the given address well over a decade ago.
I saved Bero's code upon release but I'm missing some of the files needed to re-create his development setup.
As a side note; the last time I looked Bero's sourceforge page was still active, but he stopped responding to emails at the given address well over a decade ago.
- Anthony817
- Shark Patrol
- Posts: 4009
- Location: Fort Worth, Texas
Re: Mod Quake 2 with PSX/N64 ports levels to save memory?
Yeah, I think that he had a really highly modified version of his KOS tools for his ports. Fortunately Ian here is a close friend of Bero's and actually has his KOS tools version from what I understand.
I seriously hope in the future somebody could look at his Marathon Trilogy Aleph One port. Such a shame it only had keyboard support and no mouse, controller or saves working. I posted here on Assembler asking if somebody there could take a look at adding those features to the mostly complete port.
https://assemblergames.com/threads/any- ... ves.70645/
And still waiting patiently for your After the Fall port! Take your time!
I seriously hope in the future somebody could look at his Marathon Trilogy Aleph One port. Such a shame it only had keyboard support and no mouse, controller or saves working. I posted here on Assembler asking if somebody there could take a look at adding those features to the mostly complete port.
https://assemblergames.com/threads/any- ... ves.70645/
And still waiting patiently for your After the Fall port! Take your time!
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- Rank 9
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- Anthony817
- Shark Patrol
- Posts: 4009
- Location: Fort Worth, Texas
Re: Mod Quake 2 with PSX/N64 ports levels to save memory?
So just wondering if you ever looked into this? Still think that it would be a cool way to get Quake 2 on DC fully working.DARKHALO2K wrote:I'm currently focused on finishing up my port of After The Fall, but once that's done I'll be sure to take a look.
I saved Bero's code upon release but I'm missing some of the files needed to re-create his development setup.
As a side note; the last time I looked Bero's sourceforge page was still active, but he stopped responding to emails at the given address well over a decade ago.
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- dark night
- Posts: 53
Re: Mod Quake 2 with PSX/N64 ports levels to save memory?
I've not made time for it yet, but it's still something I'd like to look into.
- willis
- letterbomb
- Posts: 148
Re: Mod Quake 2 with PSX/N64 ports levels to save memory?
Just wanted to jump into this with saying if Ian Micheal could get Bero's Marathon Trilogy running with fully with everything integrated..... that would be huge! I agree with Anthony817 and have been wanting this for years! Thank you Ian Micheal for checking into this and I'm cheering you on.
DARKHALO2K I want to rally behind you on the Quake2 work. I hope everything works out and the game can finally be running on the DC.
Between you two looking into / working on these games, that would be a great victory to finally put the question "will they ever run?" to rest
DARKHALO2K I want to rally behind you on the Quake2 work. I hope everything works out and the game can finally be running on the DC.
Between you two looking into / working on these games, that would be a great victory to finally put the question "will they ever run?" to rest
- Anthony817
- Shark Patrol
- Posts: 4009
- Location: Fort Worth, Texas
Re: Mod Quake 2 with PSX/N64 ports levels to save memory?
Thank God I got another person with me who has wanted Marathon fully working haha! Good news, mrneo240 actually got it to compile with the latest KOS toolchain, however he is retiring so he will make the project available so the updated source is out there in case Ian may want to try and update the port for example, or anybody else that could.
- willis
- letterbomb
- Posts: 148
Re: Mod Quake 2 with PSX/N64 ports levels to save memory?
I'm right there with you Anthony! My fingers are crossed that Ian can finish it up and a huge thank you to mrneo240 for doing work on it as well.
I just think it would be such a great release for the Dreamcast fully functioning.
I just think it would be such a great release for the Dreamcast fully functioning.
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- Rank 9
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Re: Mod Quake 2 with PSX/N64 ports levels to save memory?
was that not in the bundle I uploaded?Anthony817 wrote:Thank God I got another person with me who has wanted Marathon fully working haha! Good news, mrneo240 actually got it to compile with the latest KOS toolchain, however he is retiring so he will make the project available so the updated source is out there in case Ian may want to try and update the port for example, or anybody else that could.
- Ian Micheal
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Re: Mod Quake 2 with PSX/N64 ports levels to save memory?
Yes it was i have it downloaded when you did that thank you bero's code is way scary more now then when i was using it back thenmrneo240 wrote:was that not in the bundle I uploaded?Anthony817 wrote:Thank God I got another person with me who has wanted Marathon fully working haha! Good news, mrneo240 actually got it to compile with the latest KOS toolchain, however he is retiring so he will make the project available so the updated source is out there in case Ian may want to try and update the port for example, or anybody else that could.