Homebrew [RELEASE] ctrQuake - Quake 1 port

YharnamBadass

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You also have to download the ctrQuake.zip and extract it to the root of your SD card, if don't want the 3dsx you can delete it.

Perfect, it booted perfectly, it is me or did It automatically mapped some buttons? anyways, c stick support for NEW 3DS works flawlessly, all in all I'm happy to try this classic game, it works very well on a new 3ds. I'm amazed!.

Some heads up.

If you get out of the game with the home button, the sound will freeze and continue even if you quit to home menu, the only way to stop it is to enter the game again. if you get out of the game with the Quit function, there will be no trouble though.

Save feature works well, I'll try loading later. Finished the first level, all In all I think I know why this game is so popular, the atmosphere is great and gloomy, having no music adds to the feel. I like it!.
 
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MasterFeizz

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Perfect, it booted perfectly, it is me or did It automatically mapped some buttons? anyways, c stick support for NEW 3DS works flawlessly, all in all I'm happy to try this classic game, it works very well on a new 3ds. I'm amazed!.

Some heads up.

If you get out of the game with the home button, the sound will freeze and continue even if you quit to home menu, the only way to stop it is to enter the game again. if you get out of the game with the Quit function, there will be no trouble though.

Save feature works well, I'll try loading later. Finished the first level, all In all I think I know why this game is so popular, the atmosphere is great and gloomy, having no music adds to the feel. I like it!.
Thanks for testing, I'll see what I can do
 

SLiV3R

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Testing the new build :)

Sorry if this has been said earlier in this thread. But how do I fix the expansion paks? The github sais like this:


<shortcut>
<name>Team Fortress</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>fortress</arg>
</shortcut>

But as a N00b. I dont really get what to do with this code example. Where should I put the pak files?

If I should put them in the
/id1
folder they would have the same name as the ones I already got.. pak0.pak & pak1.pak.
 
Last edited by SLiV3R,

MasterFeizz

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Testing the new build :)

Sorry if this has been said earlier in this thread. But how do I fix the expansion paks? The github sais like this:


<shortcut>
<name>Team Fortress</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>fortress</arg>
</shortcut>

But as a N00b. I dont really get what to do with this code example. Where should I put the pak files?

Let's say you want to play the first mission pack (scourge of Armageddon), create a folder with any name for this example I will name it "scourge" inside the ctrQuake folder and place the .pak files inside of it.
In the end the folder structure should look like this: 3ds/ctrQuake/scourge/[pak files go in here]
Your .xml shortcut should have the following content:

Code:
<shortcut>
<name>Scourge of Armageddon</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>scourge</arg>
</shortcut>
 
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SLiV3R

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Let's say you want to play the first mission pack (scourge of Armageddon), create a folder with any name for this example I will name it "scourge" inside the ctrQuake folder and place the .pak files inside of it.
In the end the folder structure should look like this: 3ds/ctrQuake/scourge/[pak files go in here]
Your .xml shortcut should have the following content:

Code:
<shortcut>
<name>Scourge of Armageddon</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>scourge</arg>
</shortcut>

Ahh. THanx! That wasnt difficult! I will try :)

--------------------- MERGED ---------------------------

Let's say you want to play the first mission pack (scourge of Armageddon), create a folder with any name for this example I will name it "scourge" inside the ctrQuake folder and place the .pak files inside of it.
In the end the folder structure should look like this: 3ds/ctrQuake/scourge/[pak files go in here]
Your .xml shortcut should have the following content:

Code:
<shortcut>
<name>Scourge of Armageddon</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>scourge</arg>
</shortcut>
Can I put that code anywhere in the xml file?

Edit: it doesnt seems to be that easy. Ill just try the new build instead :P
 
Last edited by SLiV3R,

MasterFeizz

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Ahh. THanx! That wasnt difficult! I will try :)

--------------------- MERGED ---------------------------


Can I put that code anywhere in the xml file?

Edit: it doesnt seems to be that easy. Ill just try the new build instead :P
The only thing inside the xml file should be:
Code:
<shortcut>
    <name>Scourge of Armageddon</name>
    <executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
    <arg>scourge</arg>
</shortcut>
 
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SLiV3R

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First of all: Thanks for this glorious port! I will replay the whole game, now in perfect condition :)

I have tested the cia and the 3dsx version in hax 1.1b & 2.6.

This results are mostly from the 3dsx hax 1.1b. Later in this post I will show you why I prefer to play this in 1.1b :)

- The audio is perfect now. When saving the we will get an 'echo' sound. Its not bothering me, it's the same audio bug as in Hexen II. Rin temporary fixed this bug to turn off the audio during saving.

- I love that the brightness is fixed. I play in brightness 6 of 11 right now. Will perhaps adjust it + or - 1.

- Once the game kicked me out to the normal home menu. I think it was in level 3 or 4. Where it is a lot of water. I was in the water and fought with a guy who throw 'bombs'. When I was in the water and got hit by a 'bomb' the error occurred.

- The last thing is a little weird. I'm happy with it now, as I'm using the hax 1.1b. The gameplay window screen resolution in 1.1b is 400x240. But in the cia and hax 2.6 versions the screen has a small frame, just like the old builds had. So when playing in the 2.6 or cia version the gameplay resolution is like 386x238. Look at the attached pictures to see what I mean!


Many thanks for your new version! Quake 1 is near perfect now :)
 

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tiduscrying

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First of all: Thanks for this glorious port! I will replay the whole game, now in perfect condition :)

I have tested the cia and the 3dsx version in hax 1.1b & 2.6.

This results are mostly from the 3dsx hax 1.1b. Later in this post I will show you why I prefer to play this in 1.1b :)

- The audio is perfect now. When saving the we will get an 'echo' sound. Its not bothering me, it's the same audio bug as in Hexen II. Rin temporary fixed this bug to turn off the audio during saving.

- I love that the brightness is fixed. I play in brightness 6 of 11 right now. Will perhaps adjust it + or - 1.

- Once the game kicked me out to the normal home menu. I think it was in level 3 or 4. Where it is a lot of water. I was in the water and fought with a guy who throw 'bombs'. When I was in the water and got hit by a 'bomb' the error occurred.

- The last thing is a little weird. I'm happy with it now, as I'm using the hax 1.1b. The gameplay window screen resolution in 1.1b is 400x240. But in the cia and hax 2.6 versions the screen has a small frame, just like the old builds had. So when playing in the 2.6 or cia version the gameplay resolution is like 386x238. Look at the attached pictures to see what I mean!


Many thanks for your new version! Quake 1 is near perfect now :)
I can vouch for the resolution change on my N3DSXL as well. Running from the latest CIA hotfix. Other than that, it is so damned nice!

Just a thought on the possibility of loading mods here... In DirectQ, there is an option to load maps and change the game directory to a mod directory like so:
Csi4Di5.png

Would something like this be possible to implement into ctrQuake in the future? I have no idea whether or not DirectQ is open or not, so I guess it would depend on if it is, right? Regardless, the port is fantastic as it is right now, and if I really want to play hypnotic or rogue, I can just run it from hbl! :D

Edit: Another question, is CD-audio still planned? The game plays perfectly fine without it, but it would be sweet to hear that soundtrack again, haha.
 
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SLiV3R

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I thought that the monotonous ambience was the soundtrack! :P

I think it's rather difficult to implement cd-driver support. Of course it would be nice to hear Nine Inch Nails..

But how do I load the expansion paks? Do I have to write a command in the console?
 

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@SLiV3R To use the mission pack just launch it like a mod, for now the CIA version can't properly launch mods so you will have to use the 3dsx.
@tiduscrying I was thinking of adding a splashscreen where you can press a button and select which mod you want to launch or just load into the previous launched mod, but that is a good idea so I have to think.

As far as the resolution problem, I have no idea and have to look into it tonight.
 

MasterFeizz

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I'm sticking with the 3dsx until I can load TF in the .cia, but it's great to see progress on the cia front. Awesome!
I'm still thinking how to select the mods, I'm stuck between two choices: a splash screen where you press certain button if you want to change the mod or something in the settings
 
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