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Thread: cquake 20/06/08 Released

                  
   
  1. #1
    Won Hung Lo wraggster's Avatar
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    NDS cquake 20/06/08 Released

    elhobbs has released a new port of Quake for the DS, heres the original release info:

    I have released my version of a quake port for the nintendo ds. I named it cquake for lack of a better name. The frame rate is not the best but I think it is playable on easy or normal. Hard and Nightmare are not very playable.

    you can check it out at:
    http://code.google.com/p/cquake/

    be sure to read the readme_cquake.txt file as it includes some important notes about defragmenting the PAK files.

    I left some debugging code turned on that can be used to trace failure points at startup. If you see a message that says "wait for it..." then you need to press the A button to continue. This only occurs during startup. You can turn off the rest of the debug messages by going to the console and setting developer to 0

    Like this:
    developer 0

    I have tested this on:
    Ezflash 5
    Supercard Lite microsd
    Max Media Doc CF

    I have not tested this on a FAT32 or SDHC card as I do not have the hardware. So, I would be curious to know the results.

    Download and give feedback via comments

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    Hi !

    I've tested it on a M3 Simply. Quite good job, seems a little more fluid, better lightning and shadowing and less texture flickering than SimonJHall's... I hope there's still place for improvements and that the author is still at work on it.

    A little problem though : maybe I'm wrong but it seems that putting brightness at full make all the textures gone... But this bug show how well the lightning/shadowing is performed by the brew, and that there's definitively a track to be followed : less texture-intensive, and more well lit color based surfaces.

    Then the DS' awful lack of texture filtering can be circumvented in some degrees, in a way that can really be aesthetic.

    A good example of what I mean is the recent Wall-E DS adaptation : while lacking of shadows the game is very aesthetic with these pretty cartoony/concept-arty style in term of low-poly modeling, near-absent textures but flat tints of colors, and overall reinforced by a good job in the animation department.
    Last edited by MrSkiz; June 27th, 2008 at 13:52. Reason: corrections/precisions

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    DCEmu Rookie Sir_Voe's Avatar
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    Last edited by Sir_Voe; June 28th, 2008 at 07:05.

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