64 bit software rendering?
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64 bit software rendering?
Has anyone built the original winquake src on a 64 bit linux machine and have it work? I've been able to build it, but the render seems to be messed up.
I can post a video of what I'm talking about later if that helps.
I can post a video of what I'm talking about later if that helps.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
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Re: 64 bit software rendering?
dreadlorde wrote:Has anyone built the original winquake src on a 64 bit linux machine and have it work? I've been able to build it, but the render seems to be messed up.
I can post a video of what I'm talking about later if that helps.
The obvious question comes to my mind: is this code using x86 ASM or is entirely in C ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
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It's entirely C. Also, using x86_64 and i686 versions of gcc produce the same problem.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
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not sure anyones done that yet.
i suspect a lot of the code would need a rework as 64 bit sizes are different (probably also why the render barfs).
that in mind glquake compiles fine to 64 bit.
the software renderer was ported from the dos quake source right ?.
might be some left over 16 bit code is one guess as to why it breaks.
i suspect a lot of the code would need a rework as 64 bit sizes are different (probably also why the render barfs).
that in mind glquake compiles fine to 64 bit.
the software renderer was ported from the dos quake source right ?.
might be some left over 16 bit code is one guess as to why it breaks.
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revelator - Posts: 2567
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That's what I suspected. I will take a look at it and mash on the keyboard to see if I can get anything to work (I wouldn't count on it).reckless wrote:not sure anyones done that yet.
i suspect a lot of the code would need a rework as 64 bit sizes are different (probably also why the render barfs).
the software renderer was ported from the dos quake source right ?.
might be some left over 16 bit code is one guess as to why it breaks.
Uh, I think so.
Yeah, I'm able to compile and play the id demos with it (haven't tried any else), but it segfaults whenever I try and load a map. I haven't had time to look into it.that in mind glquake compiles fine to 64 bit.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
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the only 16bit code in quake is dos dpmi stuff, and the startup code. windows builds contain no 16bit code (except for the 16bit legacy dos exe stub that all 64bit progs still have)
if the i686 version of gcc has the same problem, then its hardly a 64-bit issue.
there are 64bit portability bugs, yes. I remember one in the sprite code somewhere. the qcvm usually works, but if you're unlucky it can blow up quite nicely.
disable the demos, and it'll get into the console/menus without any fixes for the 64bit bugs, but yeah, that's not actually doing anything.
if the i686 version of gcc has the same problem, then its hardly a 64-bit issue.
there are 64bit portability bugs, yes. I remember one in the sprite code somewhere. the qcvm usually works, but if you're unlucky it can blow up quite nicely.
disable the demos, and it'll get into the console/menus without any fixes for the 64bit bugs, but yeah, that's not actually doing anything.
- Spike
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Using the lastest compilers and libs, will original 1999 winquake code even compile to 32-bit anymore w/o significant tweaks?
Starting with a more modern code base might help. tochris (2003), BJP's winquake (2007) or Makaqu 1.3 (2009) will have many known bug fixes built-in to them.
Starting with a more modern code base might help. tochris (2003), BJP's winquake (2007) or Makaqu 1.3 (2009) will have many known bug fixes built-in to them.
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qbism - Posts: 1236
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can compile winquake just fine with msvc 10 and it also runs on my win7 64 bit machine hmm.
gcc barfs loudly on the assembler files (bit mysterious as i thought that quakes asm code was gas "short for gnu assembler" compatible hence the gas2masm converter).
gcc barfs loudly on the assembler files (bit mysterious as i thought that quakes asm code was gas "short for gnu assembler" compatible hence the gas2masm converter).
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revelator - Posts: 2567
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It does. There's no sound (on linux), but it compiles and plays fine otherwise (with the exception of the mouse not working :/)qbism wrote:Using the lastest compilers and libs, will original 1999 winquake code even compile to 32-bit anymore w/o significant tweaks?
Bjp's winquake quake doesn't seem to have any of the linux cd_*, sys_*, &c files. I'll see if copying them over from winquake works.Starting with a more modern code base might help. tochris (2003), BJP's winquake (2007) or Makaqu 1.3 (2009) will have many known bug fixes built-in to them.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
I know.reckless wrote:will need to edit makefiles also just copying them over wont work
I hope not, I hate dancing with ifdef.and you will probably have to change a few things in the source itself also for it to know which files to use.
The only problems I've had to far are there are a lot of heads missing, some r_* and d_* files missing, and I get this error when make gets around to compiling vid_x.c:
- Code: Select all
common.h:60: error: expected ‘)’ before numeric constant
common.h:60: error: expected ‘;’, ‘,’ or ‘)’ before ‘int’
Which is weird, because none of the other files that include quakedef.h, which includes common.h (need to fix that...) complain about this.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
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