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Pocket Quake on a HP 620Lx in ASM


Pocket Quake on a HP 620Lx in ASM

Postby DeFrAgGeD » Jul 14, 2001 @ 2:05am

I am going to download and optimize the Pocket Quake code for the HP 620lx If anyone would like to help with this let me know. I will be adding much more options to the current pocket quake, and redo it in mostly all ASM. If anyone would like to assist me in this makeover for the 620lx Plz let me know.
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Re: Pocket Quake on a HP 620Lx in ASM

Postby Moose or Chuck » Jul 14, 2001 @ 2:06am

do it you elit bastard
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Re: Pocket Quake on a HP 620Lx in ASM

Postby Dan East » Jul 14, 2001 @ 9:07am

In case you haven't read through the existing threads; I've optimized several areas of PQ by converting the existing floating point routines to fixed point. If you rewrite those routines in ASM and use floating point it will still be slower than the fixed point C routines. It takes somewhere around 10 times longer to perform a floating point operation compared to an integer operation.<br>So, I believe far more performance increase can be achieved through fixed point conversion compared to rewriting in ASM. Of course the ultimate goal is to have fixed point ASM code. :)<br>I am somewhere in the middle of a very large fixed point conversion, where I convert all the vertices of the models to fixed point when they are loaded, and all math from then on is pure fixed point. I'd say its roughly half done. If you take a look at quakedef.h, you'll see several definitions that toggle my fixed point optimizations. USE_PQ_OPT3 toggles the optimization I was working on last (of course it is not usable yet). Search for those other defines to see what I've already optimized.<br><br>Dan East
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Re: Pocket Quake on a HP 620Lx in ASM

Postby DeFrAgGeD » Jul 14, 2001 @ 5:54pm

Thanks Dan I know about the slower code through floating point in ASM that is why i am not doing all of it in ASM. I know the floating point integers are a big pain in the @$$ ! Thanks though i hav seen a couple of other posts by you and others in other threads on this area and have taken into consideration some of the ideas for fixes that other ppl have. Thanks. Hope this comes out good!
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Re: Pocket Quake on a HP 620Lx in ASM

Postby DeFrAgGeD » Jul 17, 2001 @ 4:06pm

OK I have moved my focus on towards bigger and better things... Instead of trying to fix code for a certain device I am just going to work on making Pocket Quake 2. Being you guys are already on the ball for everything under Quake 1 I am going to be working on a Pocket Quake 2. If you would like to help please let me know. I have also created another graphic subset Based off of Direct X functions, which seems to do graphics about 45% faster it's almost complete. I'll keep you posted on how this gets going.
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Re: Pocket Quake on a HP 620Lx in ASM

Postby MZGuy » Jul 17, 2001 @ 4:14pm

Two words: Good luck :)
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Re: Pocket Quake on a HP 620Lx in ASM

Postby esw » Jul 17, 2001 @ 6:47pm

C'mon, lets be supporting! :)
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Re: Pocket Quake on a HP 620Lx in ASM

Postby Dan East » Jul 17, 2001 @ 6:59pm

You have the source code to Quake 2?<br><br>Dan East
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Re: Pocket Quake on a HP 620Lx in ASM

Postby randall » Jul 17, 2001 @ 11:39pm

That's what I was wondering.<br><br>Port Sin instead. I have the source for that.
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Re: Pocket Quake on a HP 620Lx in ASM

Postby DeFrAgGeD » Jul 17, 2001 @ 11:46pm

Yes i do have the source code to quake 2 but i can't say where i got it. I got source code for the following games:<br>Quake 1 <br>Quake 2<br>Doom 1<br>Doom 2<br>Heretic<br>Hexen<br>ROTT<br>Duke Nukem 3D<br>and some of the source code to Redneck rampage.<br>i've also got source code to some other older games. <br>So if you guys want i can work on a Handheld version of any of these obviously it would be a little hard to do a redneck rampage version. I have yet to start on a quake 2 i've been working on my direct X clone. Until that is done i won't work on much else. It will support all standard direct X functions and some of the enhanced functions from the direct X 7.0 SDK. I am basically emulating the procedures i have most of it working so far. direct 3D processes are what i'm having trouble on right now I'm having trouble emulating the output procedures. So if any one is real good with direct X, C, and assembly feel free to email me. I need all the help i can get. i have 3 different palmtops to work with right now. I am basically trying to get this stuff working on the slower models for people out there that want it to work. i have a HP 620LX with the pro upgrade, an IPAQ which i don't like to mention cause i give it to my brother cause i hate them. and a NEC mobilepro 800. <br>LOL<br>I favor my NEC 800
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Re: Pocket Quake on a HP 620Lx in ASM

Postby CheezBoy » Jul 17, 2001 @ 11:47pm

either one would be cool
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Re: Pocket Quake on a HP 620Lx in ASM

Postby MZGuy » Jul 18, 2001 @ 1:58am

Err, the source to Duke3D shouldn't have been released yet. I e-mailed 3d-realms (this thread: ) about it and they said, that they're not planning to release it anytime soon. Weird...
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Re: Pocket Quake on a HP 620Lx in ASM

Postby R0B » Jul 18, 2001 @ 10:29am

What devices are you planning on suporting with your directX lib?<br><br>Also, count me in for teh ROTT port, I loved playing that game.
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Re: Pocket Quake on a HP 620Lx in ASM

Postby Moose or Chuck » Jul 18, 2001 @ 3:43pm

NOT NEW..<br>Chris, turn that Modification Notification back on so we all know when to fix the New Bugs.
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Re: Pocket Quake on a HP 620Lx in ASM

Postby DeFrAgGeD » Jul 18, 2001 @ 5:38pm

Yes i do have source code to games that the source hasn't been released yet but i can't say where i got it. That is a great idea a pocket ROTT. Think we should maybe make this? i love that game. The directx lib that i am currently working on supports Strong ARM and SH3 so far. i am hoping to make MIPS to.
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