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Author Topic: Quake for Dingoo Native OS  (Read 10560 times)

the_wub (OP)

  • Posts: 45
Quake for Dingoo Native OS
« on: December 18, 2013, 01:54:51 pm »
Hi all,

This is version 0.03 of Quake for the Dingoo Native OS.  It's based on the SDL Quake port by Sam Lantinga and has the fixed point routines from Pocket Quake by Dan East.

Saves are now faster thanks to Harteex but larger levels will still take 30-40 seconds to save.

Download the binary here.

Download the source here.


Have fun!

wub.
« Last Edit: December 30, 2013, 08:25:58 pm by the_wub »

lemmywinks

  • Posts: 2883
Re: Quake for Dingoo Native OS
« Reply #1 on: December 18, 2013, 03:41:30 pm »
Wow this runs really well, thanks!
Handhelds:
GPD Win, GPD XD 64gb, PlayGo, RS-90, 3DS XL, DSi XL, GBA SP, GBBC Clone, Gameboy Pocket c/w screen mod, PSP Go
PC:
ASUS TUF, Medion Erazer, Toshiba Z20t, Dell Mini 9, Psion 5MX, Toshiba 3480ct
Tons of other old laptops and tablets.....

Losk

  • Posts: 102
Re: Quake for Dingoo Native OS
« Reply #2 on: December 20, 2013, 02:39:37 pm »
Once again: thank you very much! :)

samir

  • Posts: 344
Re: Quake for Dingoo Native OS
« Reply #3 on: December 23, 2013, 02:51:20 pm »
Thanks!! Good job!  ;D

the_wub (OP)

  • Posts: 45
Re: Quake for Dingoo Native OS
« Reply #4 on: December 27, 2013, 11:17:56 am »
Thanks for the feedback guys, I'm glad it's running ok for you!

I think I over exaggerated how well it runs at 336; in the cold light of day I can see that it needs some extra cpu power to be really playable.

Sorry for the delay in releasing the source, I'm afraid that the holidays have got in the way of things for the moment, if I can't make time to tidy things up the way I want then I'll release the 0.01 source as is after the weekend.  I have fixed the saving/loading but the particle behaviour is completely wrong and I can't work out why!  It's very odd...

more soon :)

the_wub (OP)

  • Posts: 45
Re: Quake for Dingoo Native OS
« Reply #5 on: December 29, 2013, 10:16:55 pm »
I've updated my first post with the links to the version 0.02 binary and source code.

Saving and loading now works but saving is very slow, it takes about 2 minutes!  I think this is because it saves the game data so it can be read as a text file in a very slow way but if I modify it the loading code will need to be changed as well and we'll completely lose compatibility with PC Quake save files..  At least it loads quickly!

Particles are back on although I've limited it to a very small amount, 256, to keep the speed up as much as possible.  The bug is not completely solved but it looks better than it did :)

Harteex

  • * Administrator
  • Posts: 713
    • Harteex Productions
Re: Quake for Dingoo Native OS
« Reply #6 on: December 30, 2013, 01:29:26 am »
Saving and loading now works but saving is very slow, it takes about 2 minutes!  I think this is because it saves the game data so it can be read as a text file in a very slow way but if I modify it the loading code will need to be changed as well and we'll completely lose compatibility with PC Quake save files..  At least it loads quickly!

Dingoo native is very slow when it comes to multiple writes.. so, if it's not too much hassle, write everything that is written to the file into a buffer instead, and then write it out at once.

the_wub (OP)

  • Posts: 45
Re: Quake for Dingoo Native OS
« Reply #7 on: December 30, 2013, 06:36:04 pm »
@Harteex  I've had a go at the saving code today and have managed to do what you suggest!  Thanks!   It works much faster now with a single fprintf :D

I'll update the links right away!

 

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