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  • simonjhall

    by Published on February 10th, 2008 13:42

    I said I'd never actually work on this game, but here I am releasing it!
    So here it is, Quake II for Nintendo DS: http://quake.drunkencoders.com

    To play the game you require a homebrew-enabled DS, and some kind of way of playing homebrew on your DS.
    You also require a slot-2 card that has a minimum of 16 megabytes of RAM on it. When playing, you do not however need to place the data files and the program on your slot-2 card - if you also have a slot-1 card then you will have better load times if you play the game with both cards in use. You will still need to the slot-2 card inserted to make use of the RAM, though.

    To install:
    - make a directory named baseq2 in the root of your card
    - copy the pak files from the baseq2 directory of your CD or Q2 install into this baseq2 directory
    - download the config file from the web site and place it in the directory
    - from the game archive file take the quake2.nds file, dldi patch it and place it in the root of your flash card
    - plug in your slot-2 RAM card into your DS
    - turn on your DS.

    To reiterate - you'll get better performance if the game and it's data files are on something like and R4 in slot-1 than if you put your data files on your slot-2 RAM card. Unless your slot-1 card is a GnM...

    Overclocking memory:
    The performance of the game heavily depends on the speed of your RAM. Slot-2 RAM is very slow, but you can overclock it to make it up to 40% faster if you have the right type of flash card. When the game starts, try changing the speed option from slowest to slower or slow and see if the game starts ok. If it does then you're in luck :-)
    Don't forget to try memtestARM to see more reliably if you card can be overclocked.

    Lurchy gameplay:
    If you experience delays when the game plays a sound for the first time, you should reformat your flash card with the largest block size that you can; I recommend 64k. This is because seeking within 250 megs of pak files is much faster when the block size is larger. Doing this will also improve your load times. Do it!

    About the game:
    - every level is playable in single-player mode
    - there is no multiplayer
    - nearly all graphical effects are done by the DS hardware
    - there's auto and manual saving
    - there's no mod or TC support (not my fault, I'm afraid)
    - there's an on-screen keyboard as well as eight touch buttons (so you can bind functions to them)

    The bad stuff:
    - again, no multiplayer
    - some levels are poorly coded and the performance will hit the floor (in particular security.bsp)
    - GUI Z sorting is broken
    - no sprite rendering
    - some textures are misaligned
    - cinematic rendering is disabled
    - bits of the world will often pop in/out cos the DS GPU is SO overworked by this game! Some boss models have more polys than the DS can render in a frame...

    Reasons I'm releasing this early is cos a) I'm too busy to work on this properly b) my computers all have faulty PSUs! c) most of my flash card readers have disintegrated!

    Finally, if you enjoy the game and want the bugs sorted please drop some pennies on THIS LINK

    Thanks for playing
    Simon




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    by Published on October 27th, 2007 12:07

    Hi everybody

    It's surprisingly one day short of a year ago now I messed around with the Quake source "just for a weekend" and decided to show my findings in this thread:
    http://forum.gbadev.org/viewtopic.php?p=107263#107263
    ...however I didn't expect it to take this long to complete!

    The game is now feature-complete, aside from ad-hoc wifi play (which is in the game but disabled) so I figure it's time to release it! I hope you enjoy it - it's taken an insane amount of work and the help of dozens of people to get here.

    For full info, visit http://quake.drunkencoders.com

    Notable changes:
    * The game now supports the RAM available from certain slot-2 flash cards in order to obtain near-perfect compatibility with Quake mods and total conversions. Everything I've tried works correctly, however some mods overload the DS' GPU and stuff starts to disappear...
    * Rendering performance has improved by ~30%
    * In game performance has improved by ~20%
    * All graphical effects are now drawn, included animated sprites (for explosions), and particles (eg for blood)
    * 99% of texture maps are rendered correctly
    * The sky box is now rendered correctly
    * GUI corruption has been fixed
    * Animated skins are now supported
    * The on-screen keyboard has been improved
    * Eight user-configurable quick-access touch buttons have been added
    * Pen sensitivity has been fixed and view snap disabling a la GLQuake has been added
    * QuakeC compatibility has been enhanced
    * Command line (through qdsopts.txt) is now easier
    * Sound corruption has been fixed
    * Console corruption has been fixed
    * Cut scenes and 'intervals' have been cleaned up
    * 'freeing precaches' bugs have been fixed
    * Improved support for the second Quake Mission Pack: Dissolution Of Eternity
    ...and too many other fixes to list

    Downloads from here:
    http://quake.drunkencoders.com/downl...w_to_play.html

    The slot-2 build (aka the EXRAM build) is not the silver bullet that many of you hoped it would be. The #1 issue is the poor performance of this memory - when overclocked, this memory seems to have 4-5x the latency of the already-slow internal DS memory and this will of course slow down the game. I've spent many months hiding this latency, but you can still see it on some heavy levels. Quake's random access patterns to memory don't help, neither does the size of the data cache.
    Also when using this build I would *highly* recommend using a slot-1 card in conjunction with it where you keep your data files (make sure you patch it with your slot-1 DLDI driver). To know more about the EXRAM build please see http://quake.drunkencoders.com/exram.html
    If you're too lazy to read it, don't forget that you can hold 'R' during startup to force detection of your flash card and overclock your RAM :-)

    Anyway, a big thanks go out to all the people who have given me technical help, tested the game, donated money, donated hardware or just general support :-D

    Legal: I take no credit for the development of Quake, that all goes to the guys at id Software. I also claim no copyright, trademark etc. Again, all work, copyrights, trademarks are owned by them.

    Simon

    BTW: A lot of my hardware disintegrated in the last month or so. Gonna need donations of new stuff if I'm gonna finish the ad-hoc build... :thumbup:

    Example config file in the downloads section or at available at:
    http://quake.drunkencoders.com/downloads/config.cfg

    Download and Give Feedback Via Comments ...
    by Published on May 18th, 2007 21:59

    Just a quick release, so nothing majorly new.

    I've *finally* gotten around to releasing the wifi build of Quake for you all to play. This supports only infrastructure-mode networking, so you're gonna need an access point to play. There is no support for ad-hoc.
    Wifi performance is pretty sluggish, and you may find it not too your liking - I've done the best I can with the wifi library, but I just can't get low-latency performance out of it. Still massive kudos to sgstair though :-D
    You'll obviously get better results if a computer with plenty of processing power is hosting though. But you can still host on the DS if you want to (with a max of two players).

    An on-screen keyboard has also been added so you can properly play Team Fortress now :-)
    You can also type in the IP you want to connect to etc, change your player name, bind buttons, use the console etc...
    Today's keyboard has been brought to you by...ScummVM DS!

    There are also a few bug fixes for the people who got the 'freeing precaches' crash bug in pre2. There is no fixed game saving for the people who got corrupt saves in pre2 (well I've added code to handle drivers which don't support unaligned saving, but I couldn't fix all corrupt saves - YMMV).

    Mod support has also been improved a bit - dodgy QuakeC code no longer crashes (as much), some deathmatch bots are known work (I've been told Reaper and Omicron work), I've had a go with Quake Rally, Quake-done-Quake (with a vengeance), Team Fortress (not single player)... These are only the things that I have personally tested, and I'd just expect most mods to work out of the box, assuming the models are in pak files.

    If you're only interested in playing single player I recommend avoiding this build as the addition of the wifi code has greatly reduced the RAM that I fought long and hard for, so some levels may not be playable or may thrash.

    The usual shimmy, including instructions etc lives at:
    http://quake.drunkencoders.com/

    Peace.

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