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0.051 Source Available


0.051 Source Available

Postby Dan East » Mar 14, 2001 @ 11:42am

The source to 0.051 is available on the download page:<br><br><br>Carpediem, if you have to make MIPS specific mods to correct any Casio issues, please note them so we can recombine the source. I already have 0.06 modifications going. Thanks!<br><br>Dan East<br>Last modification: Dan East - 03/14/01 at 08:42:33
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 14, 2001 @ 4:42pm

Well pocketquake now runs in landscape, there's a minor issue to resolve yet, and that is that the darn taskbar still remains visible, but that should be easy enough to fix.<br><br>I'll post the sourcecode in a while. BTW, could you map the esc key in some corner of the screen in the next release?, because we use all the buttons on the device and can't afford to waste one on the esc key, so i can see that landscape mode works but can't get out of the video conf. screen<br><br><br>
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Re: 0.051 Source Available

Postby 999 » Mar 14, 2001 @ 5:09pm

Carp:<br><br>Fix the ESC yourself ;)<br><br>Bind one of the AUX keys to "togglemenu"<br><br>AUX10 - AUX15 are all onscreen buttons when in Landscape.<br><br>In my BOTConfig (soon to be released) I have assigned AUX3 to vid_mode 1, and AUX14 to vid_mode 0.  This way, I can switch back and forth without need for the menu screen.<br><br>
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 14, 2001 @ 5:26pm

I didn't know the buttons were still there.<br>
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Re: 0.051 Source Available

Postby Dan East » Mar 14, 2001 @ 5:35pm

There are several virtual buttons mapped around the outside of the screen of landscape. I need to post a diagram showing where they are...<br><br>Dan East
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Re: 0.051 Source Available

Postby randall » Mar 14, 2001 @ 5:36pm

I use the hell out of my configs, too. I switch buttons and configs about every hour to see which works best.<br><br>The esc key needs to be hardcoded though, in case someone accidently uses an "unbindall" command and kills the console (and everything else that was bound).
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 14, 2001 @ 6:09pm

here's what i had to change dan:<br><br>void      VID_Update (vrect_t *rects)<br>{<br>      //Dan East:<br>      //Here is where we lookup each quake pixel in the palette and blit it to the output.<br>#ifndef _X86_<br>      //This is the Game API specific code<br><br>      register unsigned short *cdst;<br>      register byte *csrc, *rowEnd;//, *colEnd;<br>      register int xPitch2=xPitch, nextRow2=nextRow, nextSrcRow2=nextSrcRow;<br><br>      if (!pScreenBuf) <br>            if (!VID_GetScreenBuf(0)) return;<br><br>      cdst=pDrawStart;<br>      csrc=vid.buffer;<br><br>      if(vid_modenum != 0)<br>      {<br>            while (csrc<colEnd) <br>            {<br>                  //Calculate the ending row pixel<br>                  rowEnd=csrc+320;<br>                  while (csrc<rowEnd) <br>                  {<br>                        //The next line is what actually sets the color value of the display pixel<br>                        *cdst=(short)vid_curpal[*csrc];<br>                        //Increment our source and display buffer pointers one pixel to the right<br>                        cdst+=xPitch2;<br>                        csrc++;<br>                  }<br>                        //Move down to the next row and all the way to the left<br>                  cdst+=nextRow2;<br>                  csrc+=nextSrcRow2;<br>            }<br>      }<br>      else<br>      {<br>      while (csrc<colEnd) <br>      {<br>            //Calculate the ending row pixel<br>            rowEnd=csrc+240;<br>            while (csrc<rowEnd) <br>            {<br>                  //The next line is what actually sets the color value of the display pixel<br>                        *cdst=(short)vid_curpal[*csrc];<br>                        //Increment our source and display buffer pointers one pixel to the right<br>                        cdst+=xPitch2;<br>                        csrc++;<br>                  }<br>                  //Move down to the next row and all the way to the left<br>                  cdst+=nextRow2;<br>                  csrc+=nextSrcRow2;<br>            }<br>      }<br><br>      VID_ReleaseScreenBuf();<br>Also some minor changes to use the esc key in landscape.<br><br>It runs great at 7.9 fps with 999 config and particles at 200<br><br><br>Last modification: CARPEDIEM - 03/14/01 at 15:09:19
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 14, 2001 @ 6:23pm

There are huge graphical glitches on this version, i don't think we should release it yet. i'll send 999 some pics so that he can post them on this thread.<br><br>
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Re: 0.051 Source Available

Postby 999 » Mar 14, 2001 @ 7:04pm

Image<br><br>Image<br><br>Last modification: 999 - 03/14/01 at 16:04:42
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Re: 0.051 Source Available

Postby Dan East » Mar 14, 2001 @ 7:07pm

Carpediem, you identified a major bug in the GAPI blit routine. The only reason that it worked on the iPaq is because the screen is oriented sideways, so if you run off the edge of the screen in landscape you wrap back around. Other devices crashed in this circumstance. I corrected the problem, while keeping all the logic precalculated in the VID_GetScreenBuf function. That way VID_Update has no mode-specific logic. I've uploaded the new source.<br>Note to anyone who downloaded PocketQuake0051_src.zip before 03-14-01 7:00PM EST: Redownload the source as it fixes a bug with the landscape mode.<br><br>Exactly what type of visual defects are you seeing? Which map, etc? This version works perfectly on the iPaq and emulator, with the only visual problem being the lack of perspective correction from Jacco's first optimization.<br><br>Dan East
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Re: 0.051 Source Available

Postby Dan East » Mar 14, 2001 @ 7:15pm

Have you made any other modifications to the source besides those you posted in this thread? I just wondered because you did benchmarks, etc, and didn't notice the rendering problems at that time. Does anything seem to trigger them, or is it that way from the start?<br><br>Dan East
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 14, 2001 @ 7:18pm

The first screenshot shows two rooms, the second one is what you see when you enter one.<br><br>that's just an example, i would say that about 40% of the levels are that way.<br><br>Last modification: CARPEDIEM - 03/14/01 at 16:18:55
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 14, 2001 @ 7:39pm

Ummm.... Well, i think fixing this is going to be pretty hard. It works perfectly and somehow, for some reason, when you enter a specific room the "vertices" seem go crazy, but just the scenery.<br><br><br>
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Re: 0.051 Source Available

Postby Daedelus » Mar 14, 2001 @ 8:05pm

You guys are my heroes, I'll be following this thread all night at work. I hope there's a MIPS release night!
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Re: 0.051 Source Available

Postby CARPEDIEM » Mar 14, 2001 @ 8:09pm

Well, you won't be getting it from me.<br>:)<br>
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