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Thread: Quake 2 Port To PSP Wip

                  
   
  1. #61
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    i cant wait for this re-lease

  2. #62
    DCEmu Regular Sharkey's Avatar
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    Quote Originally Posted by Porl
    Excellent work McZonk !! !! !

    Im really holding my breath for this release. It should be awesome! keep up the good work dude!

    Porl''
    took the words out of my mouth,
    thanx for the screens man.

  3. #63

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    you have more screens from the game??

  4. #64
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    Default Nice!!

    Really nice!! This is going to be so sweet once you're done. Keep up the good work!

  5. #65
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    Question

    is this for v1.0 or v1.5 or v2.0 tell me please.

  6. #66

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    I'm pretty sure it is gonna be for 1.0. Then you can use KXploit or Sei-tool or whatever to convert it into 1.5. And later maybe fanjita adds Quake 2 support to 2.0 eBoot loader. So pretty much for all three I suppose, but maybe the author knows better. Well anyways I'm still hoping for the "x-mas" release mentioned somewhere

  7. #67
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    Thanks but where can I get KXploit or Seitool.

  8. #68
    PSP Coder McZonk's Avatar
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    Quake 2 will run on 1.0 and 1.5 at the moment. 2.0 is not supported, because I don't have a 2.0 to test and I'm no fan of up- and downgrading.

    I don't think that Quake 2 will run on 2.0, because you cannot load prx files on 2.0 at the moment. I use 3 prx files at the moment: game-engine (important for mods), graphic-engine (my graphic port) and network-engine (not used, but I think it will become when I have to switch between adhoc and infrastructre wifi).

    If I would get the money for a 2.0 PSP, I would care about a solution for 2.0, perhaps one without prx files.

    Sorry, that the video is not availible, but my cam is broken.
    I will deliver Quake for 1.0 and 1.5. So you don't need Kxploit or Seitool.
    Release is 27. December on the TuM in Karlsruhe.

  9. #69

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    Ah great to see you answering our questions... So is the graphic-engine ready already or are you still working on it, I mean ready for the WIP release if thats what you call it?

  10. #70

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    Is the core written in ASM

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