Difference between revisions of "Q1Rev"
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| type = game engine | | type = game engine | ||
| author = Izhido | | author = Izhido | ||
− | | download = http://qrevpak.googlecode.com/files/QRevPAK. | + | | 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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− | New features since Release | + | New features since Release 3 of Quake Rev PAK: |
− | * | + | * A new GX-accelerated build is finally available! It runs at 60fps (instead of the 30fps of the software-rendered one), 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. |
− | |||
− | |||
+ | * Minor memory leak fixes, and a *big* one (present in the original GLQuake engine) were corrected. | ||
Revision as of 07:37, 5 April 2012
Q1Rev | |
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General | |
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Author(s) | Izhido |
Type | Game engine |
Links | |
Download | |
Source | |
Downloadable via the Homebrew Browser | |
Peripherals | |
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A port of the original Quake engine to the Nintendo Wii, compiled using devkitPPC / libogc.
Q1Rev, as a standalone application, has been deprecated. It is now part of Quake Rev PAK.
The source code comes from Q1DS (an initial attempt to port the engine to the Nintendo DS), which, in turn, comes from the original winquake, one of the projects that can be obtained at ftp://ftp.idsoftware.com/idstuff/source/q1source.zip .
The engine is feature-complete, it plays the game at 30fps with no hiccups or any similar problems. It can also be used as a client for Internet-based gameplay, as a "unmodified" NetQuake client.
New features since Release 3 of Quake Rev PAK:
- A new GX-accelerated build is finally available! It runs at 60fps (instead of the 30fps of the software-rendered one), 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.
- Minor memory leak fixes, and a *big* one (present in the original GLQuake engine) were corrected.
The project is being hosted at http://code.google.com/p/qrevpak .
Any comments about the engine are welcome to heribertod@gmail.com.
Installation
In order to play Quake with this engine, please follow these instructions:
- Download the QRevPAK.R*.zip to your computer
- Copy the contents of the archive to a folder called /apps/QRevPAK/ in your storage media (SD card or USB stick)
- Copy the /ID1 folder (shareware or full, bought, game) from your computer, also at the /apps/QRevPAK/ folder. (NOTE: Previous versions of Q1Rev required /ID1 at the root of the media card. This is no longer the case.)
- OPTIONAL: Create a /cdtracks folder inside /ID1, and copy the Ogg Vorbis-encoded tracks from your original Quake CD, sorted by name. NOTE: There is no need for a filler Track 1, so don't include one.
- Start "Quake Rev PAK" on the Homebrew Channel (or any suitable app launcher).
Controls
Gameplay
Walk / Sidestep:
Either the joystick of the Nunchuck expansion or the Left stick of the Classic Controller connected to the Wii Remote #1, as well as the Main analog stick of the Gamecube controller, can be used to walk forward / backwards and sidestep to the left / right. This is independent of any 'bind' assignments made to the arrow keys on config.cfg.
Wii Remote Look Mode:
Point your Wii Remote to the screen. You will see a small dotted circle, a guide showing where your Wii Remote is pointing to.
Now, enter the game, then press and hold 'A' while pointing to the screen. The guide will disappear, and the camera (the direction you're looking) will start responding to your movements with the Wii Remote, relative to whether the guide was just before disappearing.
Release 'A'. The camera will stay exactly where you left it, and then the guide will reappear.
Feel free to use this control scheme when playing the game. Again, this is independent of any bindings to the arrow keys.
If you feel the camera movement is not reaching far enough, increase the new "Wii Remote Speed" setting on the "Options" menu (or the "wmotespeed" setting on your config.cfg file).
NOTE: If you do not want to press [A] to move the camera, go to Menu - Options, and check the "Invert Wiimote look bt" option. The Wii Remote will start responding immediately to your movements, until you press [A] (effectively "inverting" the look mode schema).
IMPORTANT: The camera will not move as long as you have the on-screen keyboard enabled (see below).
Free Look mode:
The Left stick of the Classic Controller connected to the Wii Remote #1, or the C-stick of the Gamecube controller #1, can be used to move your camera (the direction you're looking) mostly anywhere. Just move the stick in the direction you want to look; the camera will stay there until you move the stick again.
On-Screen Keyboard:
Press [C] on the Nunchuck, or [ZL] in the Classic Controller. You will see a white, transparent keyboard covering most of the screen. Move your Wii Remote guide (the dotted circle) over it. You will see keys on the keyboard being selected. By pressing [A] on the Wiimote, the selected key will be "pressed" and sent to the engine as a normal key press. Release [A], and the key will also be "released" on screen as well as a normal key "release" from an actual keyboard. Press [C] again on the Nunchuk (or [ZL] on the Classic controller) to hide the on-screen keyboard. NOTE: if you exit your game while the on-screen keyboard is enabled, you will see it again next time you play.
Home / Start-Select button:
When pressed, both generate a PAUSE command to the engine. If, however, you press any of these buttons at the "Quit" screen on the Main Menu, it will emulate instead a press of the "y" key, ending the game.
License
Original source code (C) 1996-1997 Id Software, Inc.
Modifications (c) 2009-2012 Heriberto Delgado.
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
All trademarks or registered trademarks used are properties of their respective owners.