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CE 2.0


CE 2.0

Postby Josh Pyles » Apr 27, 2001 @ 8:10pm

Can someone please amke a ce 2.00 version.I would if I had the software. Come on. Mips proccesor.
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Re: CE 2.0

Postby SonicSilicon » Apr 27, 2001 @ 11:43pm

It's less of the MIPS processor than the fact that WinCE 2.0, 2.11, and 2.12 have many I/O features missing/different that make the g-unzip library very difficult to port. The g-unzip library is what allows PocketQuake to use so little memory by having the .WAD files highly compressed (which is why it shows as PAK0.PAK.GZ)<br><br>The other issue is a different direct screen access library needs to be used since GAPI's exists only on PocketPCs. The code would have to be rewritten for GameX (which supports a very limited number of devices) or EasyCE (broad range of devices supported, but lesser known and programmed for.)<br><br>Right now I'm getting myself re-enrolled at the local Technical Community College for computer programming. Hopefully once I learn C++ I can assist on porting PocketQuake to WinCE 2.x, if it is possible. I've also been thinking of porting Wolfenstein since I think I can get a good synthesizer routine for music with Wolf's lower processing requirements. First things first, though; I've got to learn C++ still.
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Re: CE 2.0

Postby 999 » Apr 27, 2001 @ 11:57pm

Nice Reply SS.<br><br>
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Re: CE 2.0

Postby Paul » Apr 28, 2001 @ 10:01am

wolf's still in assembly code isnt it?  i dunno... something i heard once
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Re: CE 2.0

Postby SonicSilicon » Apr 28, 2001 @ 10:17am

Yes, Wolfenstein 3D was written in assembly, and its source code was released as such. Since it is processor-specific it would need to be disassembled and analyzed before being rewritten in C++. So far nobody has had both the patience and skills to do this.
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Re: CE 2.0

Postby Moose or Chuck » Apr 28, 2001 @ 11:53am

actually i saw a site somewhere where a guy started working on it, he has already created GLDOOM and GLDescent, i don't know his progress or addy, or i'd talk to him about giving out the C++ conversion. He is extremely good at programming, i mean REALLY good. But he doesn't have much time to code since he's got a cooo programming jobs...
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Re: CE 2.0

Postby Paul » Apr 28, 2001 @ 12:01pm

yeah, gldoom's pretty famous. theres the doom mod for quake too
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Re: CE 2.0

Postby Josh Pyles » Apr 28, 2001 @ 3:44pm

Id be happy if you did. You wouldn't know the hours Ive put in to finding Doom or Quake for ce. Id love wolfenstine for 2.x. Do you know of any FPS games that will work on 2.0?<br>Have fun with C++.
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Re: CE 2.0

Postby SonicSilicon » Apr 28, 2001 @ 11:53pm

Do you mean 2.x or 2.0 for the FPS games?<br> version of Doom works on WinCE 2.0 and higher, but it's slow and has horrible controls. (I can't even play it well on my Cassiopeia E-105 and it has the best type of D-pad.)<br><br> version seems to only work on 2.11 and at that only to specific models.
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Whoa! It may be easier than most think!

Postby SonicSilicon » Apr 29, 2001 @ 12:11am

Well, figuring that I won't actually learn C++ for a while, I decided to actually unzip the Wolfenstien 3D source code to take a gander. It turns out that the code was compiled to assembly but written in Borland C++ 3. It might not open in Microsoft's Visual C++, but it's a lot better than picking apart assembly.<br><br>I'm trying to figure out why everyone thought in was in assembly. It doesn't say anything [as to what laguage it is in] on the source code download page at . Just an Internet rumor I suppose -- or a commonly held misconception.
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Re: CE 2.0

Postby Moose or Chuck » Apr 29, 2001 @ 1:25am

well because some of it is asm. not all we never said all of it was asm.
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Re: CE 2.0

Postby Jaybot » May 2, 2001 @ 7:21pm

if i remember correctly, it was also written for a 16 bit compiler and not 32, for which the entire thing would have to be re-written for.... i'm too lazy, to go back and look at it.
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