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PocketQuake on SDK Emulator?


PocketQuake on SDK Emulator?

Postby ToeCutter » Jun 13, 2001 @ 7:22pm

I just installed the Pocket PC SDK with the Pocket PC emulator. I tried firing up PocketQuake, but I get a message stating: PocketQuake.exe is not a valid Windows CE application". I've tried all 3 executables v0.062 beta, as the documentation for the emulator doesn't state which CPU is emulated. I'd like to use the emulator to see how some very small maps look before loading them up. Any help would be greatly appreciated.
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Re: PocketQuake on SDK Emulator?

Postby 999 » Jun 13, 2001 @ 7:28pm

Here's an easy way:<br><br>Run the map in 320x240 on plain old PC Quake.<br><br>Looking at the map through the Emulator will only shrink the imagesize.<br><br>
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Re: PocketQuake on SDK Emulator?

Postby Dan East » Jun 14, 2001 @ 10:29am

The "emulator" does not emulate any processor. That is why I don't agree with Microsoft's calling it an emulator. The developer builds their software for the Pentium (x86) processor for use in the emulator. A running app in the emulator is just another process running on the PC. The emulator keeps display, input, I/O, filesystem, etc, under its control. MS wasn't even nice enough to provide us with an x86 version of the Game API's libraries.<br><br>Dan East
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Re: PocketQuake on SDK Emulator?

Postby Allen » Jun 18, 2001 @ 1:35pm

I found this GAPI x86 Emulator from<br>http://frogengine.net-connect.net/pocketpc/gapi_emu.html<br><br>However, when I try to compile the game (sys_win.c and vid_ppc.c particulary)<br>with eMBedded VC++ 3.0 I would get error messages saying there are something wrong with my gx.h<br><br>Anybody has the same problem?
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Re: PocketQuake on SDK Emulator?

Postby Dan East » Jun 18, 2001 @ 2:26pm

The gx.h include file is not C compatible (only C++ ). I don't know what Microsoft was thinking with that one. You have to modify gx.h as follows to make it compatible with C convention:<br>[fixed]<br>//The following two lines modified by Dan East to make this header C compatible:<br>//Added "struct" to the following two prototypes:<br>GXDLL_API struct GXDisplayProperties GXGetDisplayProperties();<br>GXDLL_API struct GXKeyList GXGetDefaultKeys(int iOptions);<br>[/fixed]<br><br>Dan East
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Re: PocketQuake on SDK Emulator?

Postby Allen » Jun 18, 2001 @ 3:56pm

Thanks for pointing that out Dan!<br><br>I compiled alright, but unfortunately, the game crashed when loading up. PocketQuake probably doesn't like the beta GAPI x86 emulator.. :(<br><br>Guess I should get my hand on one of them REAL PicketPCs.. :)<br><br><br>
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Re: PocketQuake on SDK Emulator?

Postby Dan East » Jun 18, 2001 @ 4:11pm

PQ runs in the emulator. I have defines which will use standard windows routines to blit the display when building for x86 target. It should run with no mods at all. It just won't use the game API, but it is still 10 times faster on my PII 300mhz laptop than my iPaq. It also only supports portrait mode.<br><br>Dan East
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Re: PocketQuake on SDK Emulator?

Postby Allen » Jun 18, 2001 @ 4:47pm

It does?<br>Hmm... Looks like I'm missing something here...<br>Anyone can help me with this?<br><br>Here is what I did:<br>Source: PocketQuake0051_src (is there a v6.1 src?)<br>Platform: Pocket PC<br>Build: Win32 (WCE x86em) Debug & Release<br><br>Is there anything in the project setting I should change before building the exe?  I notice in the x86em Release setting, wsock2.lib is linked.
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Re: PocketQuake on SDK Emulator?

Postby Dan East » Jun 18, 2001 @ 5:39pm

The Release x86 emulator build is untested. I have no idea if the config is correct, or if there may be clashes between the X86 and DEBUG #ifdef's in the source. I just verified it, and the emulation debug build works perfectly, as it has since day one. :) What mods did you make to use that Game API emulation library? Did you restore them properly? Since you are debugging you should know where it crashes. In what part of the source is it failing? <br><br>I haven't gotten around to releasing a new set of source yet, but 0.051 will work in the emulator.<br><br>Dan East
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