q3 can't read uha files. mainly because no one usses uha, accept for a few people who still use good 'ole dos.Quote:
Originally Posted by fackue
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q3 can't read uha files. mainly because no one usses uha, accept for a few people who still use good 'ole dos.Quote:
Originally Posted by fackue
Of course, it's the main problem. Also, VRam in PSP is low too:( But, old version of the PocketPC port with 2X decreased textures, requered at least, only 32MB to work!:Quote:
The main problem is that the PSP only has 32 MB of RAM, not all of which is available for use, and Quake 3 wants more.
com_zoneMegs "12"
com_hunkMegs "20"
Also it needs additional 2Mb of s_megs for playing sound :(
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Hm... I know only 5 ways, how to get Quake 3 on PSP, and all of them are not reliable:
-Send tonns of "spam-like" mails to Sony, asking to make commercial Quake 3 Revolution PSP-port from PS2 :)
-Do the same with John Carmack's e-mail :) It might be the port of Q3:Arena...
-Do this with noctemware (PocketPC port developers) mail - with request to make one mobile-port more :)
-Use Iris for loading Q3 Maps & Models, or make the full port on Iris Engine. It would be possible, when the next version of Iris and Q3BSP-PSP is released, but we can't make anything serious for current 0.1 Beta.
-Try to make the port ourself. Needs good C++ programming skills, so, PSP Coders Need!
be cool if you could though
or we could reduce the textures by 3X, leaving more mem free. you could prolly also reduce the model polycount (dont know how) to free up way more ram.Quote:
Originally Posted by Be3f
Without any major hacking, Quake 3 runs out of memory way before loading any textures, so talking about reducing the size of them is pointless, for now.
id's way of coding is to have numerous large global variables. Last time I looked, Q3 had over 20MBs of them, which is unfortunately the total amount of free RAM available for use on the PSP.
There's no point saying "Oh, but the PSP has 32MB, and so does system X and there's a port on it!" because only 24MB is available to games, the rest is for the kernel, and some of the 24 is used by the executable. Unfortunately, Quake 3's global variables use up the rest.
Like I said before, without major work, Q3 is a no go on PSP. Just look at the trouble McZonk has had getting Q2 to "work". How much more RAM do you think Quake 3 requires?
Pete
If noone knows, an attempt to port quake 3 has aleady been taken by McZonk, and was abandoned because of said problems. He then decided to port Quake 2.
Yes, I guess.
@PeterM - one more question for you, as a coder - can you expect, may such port be possible, if the engine would be rewritten fully, for PSP Architecture and renderer - for PSP-GU?
I'll repeat my old question - how to set 480x272 resolution in Q3A? Very special r_mode! =)
It would certainly be possible for someone to write a game which was in every visible way identical to Quake 3, but had lower system requirements, but it would be a lot of work.
It would also be possible to bash away at the Q3 code until it ran in much less RAM, but that's also a lot of work, although probably less work than the first option. The official dreamcast version perhaps went this route. And isn't there a PS1 version?
I'm not sure how Quake's graphics modes work, but it would probably support any resolution you want. Isn't r_mode just an index into a list of modes? So if the list only contained 480x272, then r_mode 0 would be that mode.
Pete
After a little research, as near as I can tell Q3 was only available on DC, PS2 and PC. Anything other than that and it would have been a port. As for the DC version, model poly count was taken WAY down, lighting effects were basically disabled (from what I could tell of still screenshots, couldn't find any movies) and texture quality was reduced (not by a whole lot though). From what I could see, it ran from a single disc, the specs of the dreamcast are somwhat high though (processor wise) the RAM (I know I know, apples to oranges) is still lower than the PSP, with a total of 24MB. Combine that with the fact that it's running a "custome version of Windows CE" and I'd give between 20 and 22MB available for games. Again, I know it's apples to oranges, but it may be a good place to start. With some of the newer compression tools out there I'd say it's totally possible. However, it may be more work than anyone is willing to give. Not being a programmer myself, I wouldn't even want to guess at how much work is involved, all I do is compare the hardware to eachother, and if the DC could run it with a solid 30 (couldn't find an answer anywhere on this), I'd guess the PSP could push it at a nice 20 with a decent port. Would need to be running kernal level stuff though, so ver 1.0 and 1.5 only. But who knows, by the time it gets done (I'm thinking 3 years with a team of 15) we'll have full cracks of 2.00, 2.5 and 2.6 (should be on 10.34 by then). Ah well, useless speculation at best, but still a fun dream.
P.S. Found the DC specs here:
http://www.gamesurge.com/dreamcast/t...re_specs.shtml