Homebrew [RELEASE] ctrQuake - Quake 1 port

MasterFeizz

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Ok, so I have decided how I will handle the mods: You will select it from the settings, but I will also have a quick splashcreen that if you hold certain button you will launch the base game just in case the mod crashes and you can't get to the settings.
 

elhobbs

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Ok, so I have decided how I will handle the mods: You will select it from the settings, but I will also have a quick splashcreen that if you hold certain button you will launch the base game just in case the mod crashes and you can't get to the settings.
Not reloading won't handle the special hypnotic/rogue differences. And it can result in some weird ui cross-branding but should would fine for progs/map mods.
 

SLiV3R

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Where you able to get it working with the .xml shortcut?

Nope. Should I write any command in the Quake console to load the pak?

I have done exactly as you have told me, with the xml and everything. So it must be something I've missed... But I'm very happy with the original Quake game, for now. But I want to play with the expansion paks too of course :P
 

MasterFeizz

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Nope. Should I write any command in the Quake console to load the pak?

I have done exactly as you have told me, with the xml and everything. So it must be something I've missed... But I'm very happy with the original Quake game, for now. But I want to play with the expansion paks too of course :P
No, if you place the .xml file in your /3ds folder it should show up as an icon on the homebrew launcher
 
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Cornholio309

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The CIA release doesn't seem to work for me. The game crashes on the console while trying to load the first demo it seems, and I have no idea why.

I have the ctrQuake folder in my "3ds" folder, and I've tried both the hotfix CIA and the 0.5 release CIA. Is there an additional step I'm missing?
 

MasterFeizz

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The CIA release doesn't seem to work for me. The game crashes on the console while trying to load the first demo it seems, and I have no idea why.

I have the ctrQuake folder in my "3ds" folder, and I've tried both the hotfix CIA and the 0.5 release CIA. Is there an additional step I'm missing?
Can you try the 3dsx version
 

Cornholio309

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Can you try the 3dsx version

I just tried that actually, and it crashes in the exact same place.

I extracted the "3ds" folder in the ctrQuake.zip, so I haven't messed with any of the files it needs (like id1), so I'm not sure why this is happening. At first, I thought perhaps it was an issue with the full game I had, but I tried the shareware demo that it came with. Still no dice.

EDIT: If it helps, the data in my signature is still accurate, but I'm on 10.7 using AuReiNAND.
 

MasterFeizz

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I just tried that actually, and it crashes in the exact same place.

I extracted the "3ds" folder in the ctrQuake.zip, so I haven't messed with any of the files it needs (like id1), so I'm not sure why this is happening. At first, I thought perhaps it was an issue with the full game I had, but I tried the shareware demo that it came with. Still no dice.

EDIT: If it helps, the data in my signature is still accurate, but I'm on 10.7 using AuReiNAND.

I don't think your emunand is the problem. Here's a version that doesn't disable printf so if you could take a picture of the last things that appear on the screen that would help.
 

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Cornholio309

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I don't think your emunand is the problem. Here's a version that doesn't disable printf so if you could take a picture of the last things that appear on the screen that would help.

For the record, I'm not actually using EmuNAND. I'm actually using Updated SysNAND.

I seem to be having some issues taking a screenshot of the program reliably though. I've tried BootNTR and the Homebrew Launcher, but it consistently freezes when I try to choose ctrQuake. I tried HANS, but it would also freeze on a yellow screen.

That being said, I was able to capture a (much lower quality) screenshot with my camera. Would this work?

UNygyLt.jpg


This always seems to consistently happen which is the weird thing. It seems to be hung up on loading E1M3, but I've tried my Steam copy of the game and it froze in the same place.

An overview of my System:
- New 3DS XL (USA)
- 10.7 Firmware
- Arm9loaderhax installed (Updated SysNAND)
- Launched through the HBLoader CIA.
 

MasterFeizz

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For the record, I'm not actually using EmuNAND. I'm actually using Updated SysNAND.

I seem to be having some issues taking a screenshot of the program reliably though. I've tried BootNTR and the Homebrew Launcher, but it consistently freezes when I try to choose ctrQuake. I tried HANS, but it would also freeze on a yellow screen.

That being said, I was able to capture a (much lower quality) screenshot with my camera. Would this work?


This always seems to consistently happen which is the weird thing. It seems to be hung up on loading E1M3, but I've tried my Steam copy of the game and it froze in the same place.

An overview of my System:
- New 3DS XL (USA)
- 10.7 Firmware
- Arm9loaderhax installed (Updated SysNAND)
- Launched through the HBLoader CIA.

Hummm.... What mod are you trying to use, because from what I remember quake only has pak0 and pak1
 

Cornholio309

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Hummm.... What mod are you trying to use, because from what I remember quake only has pak0 and pak1

Well good sir, you might have pointed out my issue.

I copied over pak0, pak1, and pak2 from my id1 folder. Apparently pak2 is not part of the vanilla game, which slipped my mind. I thought I deleted the whole ctrQuake folder, but apparently I was mistaken, so that was missing with my installation.

Many thanks!
 

MasterFeizz

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Well good sir, you might have pointed out my issue.

I copied over pak0, pak1, and pak2 from my id1 folder. Apparently pak2 is not part of the vanilla game, which slipped my mind. I thought I deleted the whole ctrQuake folder, but apparently I was mistaken, so that was missing with my installation.

Many thanks!

No problem
 

MasterFeizz

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So I've been working on a new touchscreen interface, here's what I got so far:
1X5qKDR.png

The top boxes will be generic buttons that you can bind, and that button on the bottom will toggle the keyboard on or off. Suggestions would be greatly appreciated.
 

SLiV3R

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So I've been working on a new touchscreen interface, here's what I got so far:
1X5qKDR.png

The top boxes will be generic buttons that you can bind, and that button on the bottom will toggle the keyboard on or off. Suggestions would be greatly appreciated.

Looks great!

One suggestion: When pushing the toggle button the lower screen will switch between different types of layouts. For example:
1. Keyboard on the lower screen. (Just like on your picture)
2. Lower screen filled with black pixels (just like @elhobbs stuff) besides the toggle button (I prefer this mode)
3. Keep the color scheme of the lower screen intact, but remove the keyboard
4. The last one is probably very difficult. But it is the one I want most. Move/clone/mirror/duplicate/or any other method to make the two menu bars visable at the lower screen. But at the same time have the gameplay window at 400x240 :)
 

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