Forum

porting super8

Discuss programming topics for the various GPL'd game engine sources.

Moderator: InsideQC Admins

Re: porting super8

Postby qbism » Tue Dec 13, 2011 6:05 pm

szo wrote:Here's some base for you as an easy start: http://uhexen2.sourceforge.net/tmp/qbis ... sdl.tar.gz
This I quickly made using your 12-04-11 source plus a few changes (see files with Dec.12 date). There is no udp networking or sound support in it, either. Runs fine for me using pak0.pak+pak1.pak only. Better yet, I can't make it to segfault under water (maybe I correctly adapted your changes? who knows.) Anyways, good luck.

qbism wrote:Quake-based engine (Hexen II) including software engine (even transparent water and entities) and lots of ports: http://uhexen2.sourceforge.net/ might be a source of knowledge.

That's my project :), I hope you find something useful for you in there.


Thanks for the source. In a previous attempt I was at least able to compile TyrQuake network c so will try to add net and sound.

Guess I should read sigs more! I just downloaded HoT and Hexen II demo and giving it a go. Don't think I've ever tried it.
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: porting super8

Postby leileilol » Tue Dec 13, 2011 11:54 pm

There's a DOS port too if you're interested on putting Super8 on the big 16-bit x86 operating system.
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: porting super8

Postby qbism » Thu Dec 15, 2011 6:01 pm

leileilol wrote:There's a DOS port too if you're interested on putting Super8 on the big 16-bit x86 operating system.

Absolutely. Besides legit DOS, almost any OS could play it in DosBox. What compiler is used? If resolution is low (like 320 x 200), can use fixed-point span functions. I tried a while back with some from PocketQuake.

So, I got the linux port to compile from szo SDL source above, but having trouble getting it to start. Went to quake dir in xterm and typed ./qbismS8, but reported that it couldn't find gfx.wad, which usually means it's not finding the id1 folder. The case of the folder name is right. Maybe it needs more linux voodoo spell. I'm also wishing I'd installed 32bit linux instead of 64bit, it's tricky to compile down.
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: porting super8

Postby Spirit » Thu Dec 15, 2011 6:31 pm

Are the pak files lowercase too?
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Spirit
 
Posts: 1031
Joined: Sat Nov 20, 2004 9:00 pm

Re: porting super8

Postby qbism » Fri Dec 16, 2011 12:24 am

Spirit wrote:Are the pak files lowercase too?

Genius! They are now :D It will now play demos, but crash on map load. Can't find gfx/start.lmp and some others. I'm going to check alpha case inside the paks.
Also compiling as 64-bit which might create issues.
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: porting super8

Postby leileilol » Fri Dec 16, 2011 1:17 am

qbism wrote:
leileilol wrote:There's a DOS port too if you're interested on putting Super8 on the big 16-bit x86 operating system.

Absolutely. Besides legit DOS, almost any OS could play it in DosBox. What compiler is used? If resolution is low (like 320 x 200), can use fixed-point span functions. I tried a while back with some from PocketQuake.

DJGPP, but to compile it properly you'll need to VM a Win9X system :/ (in my experience)

Engoo's dos version was compiled with DJGPP through Virtual PC running Windows98SE. Since I was maintaining a DOS port for that, I tried to pretty it up slightly in the startup process :) you might find a bit of inspiration in engoo's sys_dos.c
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: porting super8

Postby qbism » Tue Jan 03, 2012 2:16 am

Image
DOS port: http://qbism.com/nexus/wp-content/uploads/2012/01/qbismS8_0046.zip
code: https://sourceforge.net/projects/qbism/

DOS carries over most Windows features:
    Big maps (within 64Mb memory limit)
    Transparent water
    Transparent particles
    Skyboxes loaded from TGA images (palettized on the fly)
    Scorch marks
    Fisheye mode
    Map name, demo name, and command line completion
ASM from classic WinQuake is used where possible, in particular for drawspans, the main rendering bottleneck.
32-bit DOS is required (win95 I think?) I've only tested this on DOSBOX. If anyone tries it on a different emulator or FreeDOS, let me know! I'm going to try making a FreeDOS bootable USB stick.

The build number in-game says 42 but it's really 46. I expect to do at least one update to this port, anyway.

Networking? Might work, haven't tried it.
Last edited by qbism on Tue Jan 03, 2012 2:22 am, edited 1 time in total.
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: porting super8

Postby leileilol » Tue Jan 03, 2012 2:17 am

qbism wrote:32-bit DOS is required (win95 I think?)

Quake always required cwsdpmi and so this is not really a Win95 dependency, you can run Quake on a windows-less 386DX even


Thank you for the DOS port! Now I can play in glorious 320x400 with screen filters!


I should test this on actual machines.
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: porting super8

Postby qbism » Tue Jan 03, 2012 2:51 am

leileilol wrote:Engoo's dos version was compiled with DJGPP through Virtual PC running Windows98SE. Since I was maintaining a DOS port for that, I tried to pretty it up slightly in the startup process :) you might find a bit of inspiration in engoo's sys_dos.c

Super8 was compiled with DJGPP, but on FreeDOS running in VirtualBox. The only problem is that the networking beta version was not working with DJGPP. Instead of finding a real solution, I switched back-and-forth with the official FreeDOS just to move files.

I took a little from engoo / QIP sys_dos.c, initially to fix the random screenful of characters that was occurring with the original sys_dos.c. Also got the time fix. Eventually would like to look at that more, and engoo startup display.

leileilol wrote:
qbism wrote:32-bit DOS is required (win95 I think?)

Quake always required cwsdpmi and so this is not really a Win95 dependency, you can run Quake on a windows-less 386DX even

Thank you for the DOS port! Now I can play in glorious 320x400 with screen filters!

I should test this on actual machines.

Cool, hope it works on a real box. What is a screen filter?
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: porting super8

Postby qbism » Tue Jan 03, 2012 3:21 am

:D pure coincidence, just noticed release today: FreeDOS 1.1 http://www.freedos.org
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: porting super8

Postby leileilol » Tue Jan 03, 2012 4:20 am

In DOSBox I get an insufficient free memory for q_malloc error (with memsize=48)
I also noticed it's not using 48mb, just 32mb
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: porting super8

Postby qbism » Tue Jan 03, 2012 5:51 pm

leileilol wrote:In DOSBox I get an insufficient free memory for q_malloc error (with memsize=48)
I also noticed it's not using 48mb, just 32mb

Seems like the actual max that is usable in DOSBOX is around 46mb. I'm running a bat:
QBS8_DOS.EXE -mem 46 -heapsize 100000
Yeah, the heapsize isn't really going to be that big, but it will take whatever is left.

In the DOSBOX config file I set 64mb but I don't know if it can ever access that much.
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: porting super8

Postby qbism » Sat Jan 21, 2012 10:28 pm

super8 is working in linux with Wine and .bat file that has -noipx switch. Like
Code: Select all
qbismS8.exe -noipx -mem 31 -heapsize 320000 +MAP START


Is there any situation nowadays where ipx would be used? Or should it just be stripped from code? I can't imagine a win95 LAN party.

Also, has anyone tried running quake on dos from a memory stick boot? I haven't been able to get any version of quake to work with FreeDOS
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: porting super8

Postby mh » Sun Jan 22, 2012 8:21 pm

I'd kill ipx. It was a nice protocol in it's day but not even it's own mother loves it any more.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Previous

Return to Engine Programming

Who is online

Users browsing this forum: No registered users and 1 guest