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Short: 68k and PPC ports of winquake, v0.4
Author: Peter McGavin (p.mcgavin@irl.cri.nz)
Type: game/shoot
Uploader: Peter McGavin (p.mcgavin@irl.cri.nz)
Version: 0.4
awinquake 0.4 11 Jan 2000
-------------
This archive contains Amiga 68k and PPC ports of winquake, compiled as
directly as possible from ID Software's winquake source code.
On 24th Dec 1999 I learnt that ID Software had released the source
code of winquake, glquake, quakeworld and glquakeworld (on 21st Dec
1999) under GNU Public License (GPL) and made them available by ftp.
So I downloaded them and tried compiling winquake with SAS/C 6.58 for
the Amiga. This archive represents my results after about 4 evenings
and 2 days.
winquake is well written and extremely portable, so it didn't take
long to get it working on my Amiga by cutting and pasting code from
other projects. I expect other people are doing better ports, e.g,
Frank Wille. However I haven't seen any legal ones yet, and as it
didn't take very long to get a base version running, I thought I'd
release what I've done. If you're doing your own port, feel free to
take source code from mine, but remember there's no guarantee.
Sorry I haven't even looked at the glquake and quakeworld source code
yet.
You can get all the original ID Software quake source from:
ftp://ftp.cdrom.com/pub/idgames/idstuff/source/q1source.zip
Source code of awinquake is necessarily in a separate archive on
Aminet. The GPL license requires that the source code of all
modifications to Quake is made freely available.
FEATURES:
---------
Both 68k and PPC versions are provided.
Both versions are OS-friendly and multitask.
Both versions put up an ASL requester for the ScreenMode.
awinquakeppc uses Joseph Fenton's PPC c2p routine from ADoomPPC and
triple buffering in AGA modes.
Sound effects are included. Also CD audio for music works if you use
ClickBoom's AmigaQuake CDROM. You need cdplayer.library (from Aminet)
for this.
Networking for TCP/IP is included.
awinquakeppc works with either PowerUp or WarpOS. With WarpOS, use
Frank Wille's ppc emulation library.
awinquakeppc is mostly compiled with SAS/C scppc. However, the
innermost rendering routines are compiled with ppc-amigaos-gcc. This
results in a small speedup (about 3%) over compiling everything with
scppc.
My modified source code should still compile for Linux (APUS),
Solaris, Win95, etc, with no changes --- untested.
Speeds over 37 fps have been observed for "timedemo demo2" in 320x200
on a 233 MHz PPC Amiga 3000 with CyberVisionPPC.
I added a -fps option, but see the note below about bus speed before
you believe the numbers you see.
LIMITATIONS:
------------
My 68k version is much slower than ClickBoom's commercial version. I
use my 68k version primarily for debugging.
Only the PPC version has optimised c2p for AGA. In fact I don't
recommend the 68k version at all. Buy Clickboom's version.
Only keyboard control. No mouse, joystick or joypad yet.
No AHI yet either, sorry.
I haven't put much effort into optimising the code yet, apart from
trying different compilers and compiler options.
Untested code. Your mileage may vary.
REQUIREMENTS:
-------------
A 68020+ Amiga running at least Kickstart 3.0, with at least about 16
Mb of fastmem.
An FPU is required.
You need either a gfx-card or AGA. ECS alone is not sufficient.
A TCP/IP stack is required for networking, e.g, AmiTCP or Miami.
An ethernet card is strongly recommended.
I use a stack size of 500000 bytes. I'm not sure what the minimum
stack size is. 150000 bytes is definitely too small.
An MMU is neither required nor used.
You need cdplayer.library from Aminet, or start with -nocdaudio. The
game searches for Clickboom's CDROM for cdaudio (volume name "QUAKE".)
You need the Quake 1 PAK files and other support files from either a
commercial or shareware version of Quake. Assuming you've already
installed AmigaQuake or a PC version, put awinquake or awinquakeppc in
the same directory as the original quake executable.
To enable mouse control, use -mouse. To leave the mouse pointer
visible, use -mousepointer.
KNOWN BUGS, PROBLEMS AND SOLUTIONS:
-----------------------------------
If you get the message "file is not executable" when you start
awinquakeppc, try using runelf, or run another program that uses
ppc.library first. Also, make sure the executable bit is set in the
file protection mask of awinquakeppc.
Random crashes, especially crashes on exit, may be caused by stack too
small. Set a large stack, say 500000 bytes, especially if networking.
Use the AmigaOS STACK command to set the stack size before you start
awinquake or awinquakeppc.
There is a -mem option for allocating a different size heap than the
default. For example, "awinquakeppc -mem 24" starts awinquake with a
24 Megabyte heap. The default size is 8 Megabytes. Some Quake
add-ons, such as Malice, require a larger heap. Also, a larger heap
size reduces disk accesses. If you are very short of memory, try a
smaller heap, e.g, "awinquakeppc -mem 6".
The game may "stick" for a few seconds every few minutes when the
cdplayer loops. Sorry, no solution for this yet except -nocdaudio.
If the game reports the wrong bus speed at the start, then the game
will run at the wrong speed and audio may sound broken up.
Furthermore, all reported times and fps ratings (e.g, for timedemo
demo2) will be wrong. Override with, e.g (for 66 MHz bus):
awinquakeppc -bus 66666667
If the game takes too long to load, try using the AmigaOS ADDBUFFERS
command.
The TCP/IP networking code seems to be rather flaky. I successfully
used it over ethernet with other Amigas running awinquakeppc, other
Amigas running Clickboom's Quake and other PCs running Quake 1.06.
(awinquake is a port of winquake 1.09.) However, sometimes the server
wasn't seen by the client looking for it. In that case the solution
is to type in the IP number of the server. Sometimes I wasn't able to
make a connection at all, or when I made a connection, the players
couldn't move. Then, when I tried again later, it worked just fine.
HISTORY:
--------
v0.4 7 Jan 2000
Should work under Kickstart 3.0 now.
Added -mouse and -mousepointer.
awinquakeppc should calculate the correct bus speed now.
Now writes config.cfg on exit.
Handles slashes and colons in directory names better.
v0.3 4 Jan 2000
Fixed the crash that occurred if you don't have cybergraphics.library
Added -mem parameter.
v0.2 30 Dec 1999
First Aminet release.
THANKS:
-------
Thanks to John Carmack and ID Software for one of the best games ever!
Peter McGavin. (p.mcgavin@irl.cri.nz)