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Difference between revisions of "QRevPAK"

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| type = game engine
 
| type = game engine
 
| author = Izhido
 
| author = Izhido
| download = http://qrevpak.googlecode.com/files/QRevPAK.R2.zip
+
| download = http://qrevpak.googlecode.com/files/QRevPAK.R3.zip
 
| source = http://code.google.com/p/qrevpak/source/checkout
 
| source = http://code.google.com/p/qrevpak/source/checkout
 
| peripherals = {{wiimote1}} {{Nunchuck}} {{SensorBar}} {{FrontSD}} {{FrontSDHC}} {{WiFi}} {{Internet}} {{GCNController}} {{ClassicController}} {{USBKeyboard}} {{USBMouse}}
 
| peripherals = {{wiimote1}} {{Nunchuck}} {{SensorBar}} {{FrontSD}} {{FrontSDHC}} {{WiFi}} {{Internet}} {{GCNController}} {{ClassicController}} {{USBKeyboard}} {{USBMouse}}
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'''Release 2''' is out!
+
'''Release 3''' is out!
  
Notable changes include:
+
This release introduces the first GX-accelerated builds of Q1Rev and QWRev. They run at 60fps (instead of the 30fps of the software-rendered ones), and look really gorgeous!
  
* '''CD music track playback''' is now available! Copy your Ogg Vorbis-encoded tracks from your original Quake & Quake II CDs into a *\cdtracks* folder inside both your *\ID1* and *\baseq2* folders to enjoy the original CD soundtrack of your favorite games. NOTE: Please ensure that the tracks can be sorted by name. Also, there is no need for a fake Track 1; the engine won't look for it.
+
To load them, be sure to check the new "Use GX-accelerated builds if available" option on the Quake Rev PAK launcher.
 
 
* '''Key aliases''' are finally out of beta! With the new "keyalias" command, accessible from the console, and remembered in config.cfg, you can map every single key in your controller(s) to any other one, so you can configure your controller to suit your needs.
 
 
 
* Quake Rev PAK will now remember the last game you launched, and will take you to that entry upon start.
 
 
 
* A few bugs have been corrected, including one where Quake II and related games won't operate correctly with the Wiimote-Nunchuk combo control.
 
 
 
* Minor stability adjustments to the engines, so they use less memory, and crash a little less often. NOTE: the Quake II and related game engines still have a few issues, but they are less noticeable now.
 
 
 
* If your game crashes, and there is a chance that the engine finds out what happened, it will now create a _QRevPAK.err_ file in your media card, containing the date/time the crash happened, and the error message explaining what happened.
 
 
 
* The On-Screen Keyboard now appears, in the Quake II and related game engines, '''only''' if you press the associated key for less than 0.5 seconds. Makes playing Quake II a lot easier in areas where you need to crouch.
 
  
 
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Revision as of 07:32, 5 April 2012

Quake Rev PAK
QRevPAK.png
General
Author(s)Izhido
TypeGame engine
Links
Download
Source
Downloadable via the Homebrew Browser
Peripherals
Wiimote1.svg Nunchuck alternative.svg SensorBar.svg Loads files from the Front SD slot Loads files from SDHC cards in the Front SD slot Local WiFi Internet GameCube Controller ClassicController.svg USB Keyboard USB Mouse


Quake Rev PAK is a collection of gaming engines, related to the Quake series of games by id Software, modified to run on the Nintendo Wii, using the popular devkitPPC toolchain for homebrew development.




Release 3 is out!

This release introduces the first GX-accelerated builds of Q1Rev and QWRev. They run at 60fps (instead of the 30fps of the software-rendered ones), and look really gorgeous!

To load them, be sure to check the new "Use GX-accelerated builds if available" option on the Quake Rev PAK launcher.



The provided launcher will start the following games (provided that their respective game data files were copied into the installation folder):

  • Quake (using the Q1Rev engine)
  • QuakeWorld (using the QWRev engine)
  • Quake II (using the Q2Rev engine)
  • Quake II Threewave Capture The Flag (using the Q2CTFRev engine)

Visit each page in order to learn to set-up and play the games.




The launcher is able to start these games, based on the data provided by the accompanying QRevPAK.xml file. This contains all the info required to launch a particular game, including:

  • Name
  • Description
  • Engine .dol/.elf filename
  • Arguments that are passed to the engine (as if they were passed on a command line)

By modifying QRevPAK.xml, you can add new engines, or alter the way the engines are launched; this can be really useful if you have mods that you would like to play using Quake Rev PAK, or to improve the existing ones.

The archive does not provide a QRevPAK.xml file. If it's not present when you start Quake Rev PAK, the file will be created for you. Also, future releases might modify your current QRevPAK.xml with new updates, preserving your customized entries if detected.




Original source code (C) 1996-2012 Id Software, Inc.

Modifications (c) 2009-2012 Heriberto Delgado.