The problem of changing map is fixed after I reformatted MicroSD so it's useless to send a save now. I think that it happened because microsd was too fragmented.
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The problem of changing map is fixed after I reformatted MicroSD so it's useless to send a save now. I think that it happened because microsd was too fragmented.
Thanks for the help so far Simon.
Well, I have played around with it for a few weeks. Tried reformatting the microSD card (it is the cheap Kingston brand), played with file permissions, and reinstalled a few times. Still not working.
It it still the same error I reported earlier in this thread with the red guru screen.
If you have time to look at it Simon, that would be great. I will check back to this thread periodically. I'll stick to QuakeDS for now.
I've got level changing error again in "Launch Command" :( I'll try to catch bug moment again and send saves (I got it after leaving map but I didn't save game during it)
Here it is - http://www.sendspace.com/file/frws0u
I've zipped the whole save folder. Bug save is the first (not autosave). If you try to return the previous map, sometimes LC error. And now I got a new one when I tryied to go next map:
"about to die:
Map has too many planes, 14594
********************
ERROR: Map has too many planes, 14594
********************
==== ShutdownGame ===="
Hey Simon, is there any chance of GBAccelerator DS support? You could make a separate build that allows us to change the clock frequency in options (So that it doesn't speed up like http://www.youtube.com/watch?v=gL8xi_CgIJ4), much like you did with your QuakeDS EXRam build.
Could be very helpful to Quake2DS, especially for the floating point operations.
Anyway, great job Simon, Quake2DS is looking and playing great. Keep up the amazing work.
I'll donate $20 to this project when I can.
Ooh, money! Good timing, cos I was just about to order a bunch of flash cards! $20 would be very helpful.
re: the gba accelerator, I've heard about it. I didn't know you could control it in software, though. I thought it just changed the crystal oscillator on the DS mobo or something. If you do have it installed, I'd love to know the details!
No, sadly you cannot control it via software. What I meant was something along the lines of creating a separate build of Quake2DS (Much like the Quake ExRam build) with time based limiters, possibly controlled via the options menu, so when you set your GBAccelerator (Or more specifically, the ARM9) to 92mh (1.4x) or 116mhz (1.8x) it doesn't speed up the gameplay.
The only way to change the overclocking modes on the GBAccelerator is through button combos.
The link below should explain what I mean by faster gameplay. The DS games don't have any limiters because they're made to run on one hardware config.
http://www.youtube.com/watch?v=gL8xi_CgIJ4 (This was in my other post, in case you missed it.)
I wonder how many people out there have actually done this mod? It does sound like a cool idea, but I doubt that it'd improve the game speed too much - that's something for me to fix in the next build!
The game is very limited by the speed of the memory and if the memory isn't made to go any faster then the game won't either.
But if anyone out there has done this mod - please get in contact with me! I'd like to know how the game plays ;-)
If you look closely, you'll see that it's fake. He just changed the speed of the video when he pressed Select. I mean look at the LED blinking and his fingers, you can't take excuses like "watch the power LED to see what mode you are in" or "You mean you don't move your fingers faster when the game you are playing is faster? How do you win?"; if you believe it, that almost eliminates all the clear evidence that it's fake. Prove me wrong, show it in action in real-time (either show me the software to do it or show me in a live video stream).
Mind you, I'm not saying anything for or against what you say about overclocking, I'm just saying the video is fake, as in attempting to make people believe something false.
This mod has the potential to nearly double the framerate, give you a lot of extra clock cycles, and improve the floating point speeds.
I'm a little reluctant at this point to test this on Quake 2, Mine locked up while overclocking Quake DS and I lost my whole MicroSD. Wasn't the first time I overclocked while playing Quake, but apparently overclocking while the MicroSD is in use causes a whole lot of problems.
EDIT:
Tried it, gameplay does speed up quite a bit. Still little stutters and the like while loading and accessing from the slot2 ram, but it does help. If the speed up could just be fixed, the two or three people who actually did this would get a huge FPS boost.
EDIT:
Nintendo underclocked the ARM9 to 66mhz from its intended 200mhz clock for the sake of battery life.
The mod is harmless in terms of heat and or the life of your DS. The only negative side to it is that it doubles the battery usage.
/facepalm
Chip Its self
http://www.youtube.com/watch?v=LGEPeZtk4I8
http://www.youtube.com/watch?v=590t14cwhtk
http://www.youtube.com/watch?v=3-ocqeuOJaU
One if it's functions is the blinking LED, it shows you what overclocking mode you're in.
Strobe = 1.4
Faster Strobe = 1.8
Slow fade = .6
I thought it was the PSP that was underclocked from 333 MHz to 222 MHz for the sake of battery life, which is why "overclocking" it to 333 is safe and normal, and why some PSP games are now allowed to use all 333 MHz if they need to. The DS however I thought was designed to be 66 MHz on the ARM9 (+33 MHz ARM7) from the beginning. I could be wrong of course, but that was my understanding of the situation.
I've always been interested in the GBAccelerator and GBAccelerator DS, but I've never done the procedure myself.
EDIT: The FAQ on that site does say the DS was meant to run a bit faster than it currently does, so I guess there probably is some truth to the statement. Still, 200 MHz to 66 seems like a rather extreme underclock.
Check out the specs of the ARM9 in the DS, they list it as a 200mhz processor.
Edit:
http://www.arm.com/products/CPUs/ARM946E-S.html
Cool! i formatted my sd card to 64 k and the game runs 30% better what happens if i format it to 128 K ?
P.S: tell me if this isn't possible.
Hey Simon, I got it to work. It was just the cfg. Freaking amazing work. Do you have a PSP? If so, you should help Emergency Exit with the PSP port.
Yeah I should really have included the config file within the zip as 99% of sites that host the game has only got the nds! So there must be plenty of people out there like you who have had problems!
And I tried to get in contact with the guy who did the PSP ver but no luck. I had no problems fitting the game into 8-16 meg, so if they're having trouble with 24 then there's something wrong!
The PSP port kinda died. :( But it would be really cool if you did a PSP port. The Quake on PSP right now is cool becuase its GL Quake, so the graphics look like PS2 graphics. By the way, I can't seem to get Quake 2 DS to save my key bindings. I keep having to configure it every time I play. It's not too big a deal, but if you know how to fix it that would be cool. :)
Good idea. I'll try that. :)
mmmmmmmmmmm, cant wait for multiplayer <3333
[Matt]
Is it possible to make it faster than 'just plain slow'?
for quake 1 & 2
I get the exact same error message when trying to run it. I have EZFlash V Plus slot 1 card and the EZ 3 in 1 expansion pack. Has anyone overcome this problem and if so what was the solution?
Also a question regarding memtestARM. I downloaded it and extracted the contents. Do i only copy the nds file to my mem card and run it or do i have to do anything with the other files in the archive?
Thanks in advance.
I am getting the EXACT same error that Necrotek is getting when switching from Launch Command to the next zone, with the exact same number of planes reported. Trying to load any other savegame afterwards from the black screen results in a Z_Malloc error and a permacrash. A workaround I am imagining possible, can you just remove that limit check command so that it loads the map anyway? It's pretty useless since Q2DS isn't designed to work with anything other than the original PAK files, and those are all the same worldwide, no need for map size checks.Quote:
about to die:
Map has too many planes, 14594
********************
ERROR: Map has too many planes, 14594
********************
==== ShutdownGame ====
I am SURE that it's NOT my savegame. Because I loaded the game WITHOUT demos(to prevent memory hogging) and once at the main screen I typed "map strike" so it would load directly to the level without loading anything else beforehand and it still produced the exact same error. I then tried loading all the subsequent levels with the "map" command and they all worked. I can say for certain that every single level in the game loads except for that one and given the fact that I cannot even boot this level clean I seriously ask if this level has ever worked for anybody.
PS: Yes I am the one who recently sent you the three emails. I finally found the proper thread for this project. :P
Has anyone actually made it past Launch Command?
Before releasing the game, I ensured that every single level could be loaded cold. Do you know the name of the actual map? If so, try starting the game directly at that level rather than loading it from a save.
I stated everything you're asking about in the above post. I HAD tried to start the level directly. I loaded the game without even letting demos load and used the MAP command to start the level directly. The map is "strike.bsp".
In short, all I really have to do is launch the game, press A to bring up the OSK and type "map strike", hit enter and it gives me that one same error, it's that easy to cause it. I did hash checks on the PAK files(with the two demos unremoved) and compared to others', they seem to be identical to the ones in the original full version. Furthermore, I am using YOUR config file, so there isn't much room for variables. Does it not do it to you too?
Yeah the map command was what I was getting at, cool :)
It's bizarre then that it doesn't work. I'll have to check again from my end then that the level loads. But as I said before, I can't give an update without invalidating all your save files so you're just gonna have to skip that level, I'm afraid.
Please do try it. If not I can zip and send you my entire setup PAKs included so you can check if there's anything wrong. I'm okay with the incompatible savegames issue as long as I can PLAY the level. XD
Update: Z_MAlloc errors on level transitions on Launch Command and Pumping Station. They can be overcome if booting the game without demos and then loading directly at the transition points without shooting or bringing up the menu -- is Q2DS not freeing up RAM well enough when unloading levels?
I got a DSi XL and Supercard DSTWO. I can't run a Quake II. Can someone help me? Any links to step-by-step tutorials?
Thanks in advance!
It's possibly your microSD is too laggy for it. Try it on a different, faster SD and use this to test their speeds:- http://www.ds-xtra.com/CF_Bench As for getting it running faster, I think the only way is to decrease the texture memory by resizing them down manually and repacking. I don't think the polycount is to blame, I think it's too many texels per frame.