quakeds_source_180207_pre1 How badly would you like for the FPS-hitmaker Quake to head on over to your DS, eh? Bad enough for you to want it right now? Well if that's the case, then your lucky stars must be out tonight and growing ever more brightly. That's because your wish has been granted. Look what we found over at drunkencoders.com. It's an honest to goodness brewed Quake DS Prerelease 1!
Cool, eh? Now, the port began development in mid-October of last year, and now, it is ready to quake your world. Well, almost. Nonetheless, Simon J Hall has already got it running on his handheld, so we know for sure it's only gonna take just a little more time before it's all down to pat.
oh, and you better stay tuned for Quake2DS. We're pretty sure he's already got something up his sleeves for it. To check out what else is up, click on the Read link below.
Here are some of the important stuff you have to know about Quake DS:
The game
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the program, working state and game data have been squeezed into the four megabytes of main memory
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it requires either shareware or commercial pak files, Amiga and PC paks have been successfully used
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total conversions and mods should work, assuming they respect the tiny memory size
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networking currently has been removed, but will return at a later date
Graphics
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the majority of the software renderering has been moved over to using the 3D hardware
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world textures are display nearly-correctly, there are however still plenty of texture-coordinate bugs!
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fake-lightmapping is currently broken, and needs some time spent on it. As a result, the game is flat-shaded
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there's no dynamic lighting yet
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there are no textures on the Alias models yet
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sprites and particles got hacked in yesterday (17/02/07) and are only partially hardware-accelerated, and have no textures
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no water, teleporter or sky animations yet
Sound
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sound effects support is about 80% finished, so expect to hear pops, clicks, the occasional screech etc
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CD music is currently being investigated
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the existing solution requires the CD soundtrack to be ripped to your flash card
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uses an MP3 decoder, running on the second processor
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...but the file streaming slows down the primary processor a bit too much
Tech info
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uses the libfat DLDI interface, so should hopefully work on all supported flash cards
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built using the latest toolchain, devkitARM r20
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in-game performance is still not hot, but is being actively worked on - expect to see it run twice as fast in the finished build
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performance is timed using a custom function-instrumenting profiler (a bit like gprof)
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