BQUAKE - PiTubeDirect Native ARM

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dudleysoft71
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BQUAKE - PiTubeDirect Native ARM

Post by dudleysoft71 »

As if working on a new DOOM port over the last few weeks, I decided that I needed something a bit more challenging, so today I present
BQUAKE, a PiNativeARM port of id's follow-up to DOOM, QUAKE.

This is actually an ARM7TDMI build, so in theory it runs in BeebEm, in theory, in practice it runs at about 1fps and the game is too dark to work with the default dithered beeb palette.

However quake supports 5 different palette modes.
  1. -NULA - Dynamic 16 colour NULA palette
  2. -GREY - 16 grey scale colours
  3. -ST/-9BIT - 512 colour palette (Atari ST palette)
  4. -EGA/-6BIT - 64 colour EGA palette
  5. Normal Beeb Mode 2 8 colours dithered
I implemented these modes, however unlike DOOM, QUAKE's palette is much cleaner and works well with 16 colours.

Screenshots:
Screenshot 2021-06-10 20-31-22.png
Screenshot 2021-06-10 20-29-56.png
Screenshot 2021-06-10 20-27-34.png
Screenshot 2021-06-10 20-25-02.png
Here's an ADL file with the executable on:
BQUAKE.zip
(216.76 KiB) Downloaded 4 times
Copy into a directory, create a directory called id1 in the same place.
Then copy PAK0/PAK into id1 for the shareware version, add PAK1/PAK from the full game if you have it.

Run *BQUAKE [-NULA|-GREY|-ST|-EGA]
James Watson - DudleySoft

BBC Model B 32K - PiTubeDirect, Pi1Mhz, Smally Mouse, Gotek, DFS/ADFS, 4xSWRAM.
soviet
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Re: BQUAKE - PiTubeDirect Native ARM

Post by soviet »

This is cool :D, can't wait to test it.
Have to figure out how to get the wad file into the mmc micro sd card.
Maybe theres a windows program ? for that.
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dudleysoft71
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Re: BQUAKE - PiTubeDirect Native ARM

Post by dudleysoft71 »

soviet wrote:
Fri Jun 11, 2021 5:14 am
This is cool :D, can't wait to test it.
Have to figure out how to get the wad file into the mmc micro sd card.
Maybe theres a windows program ? for that.
It only works with ADFS Harddrives for obvious reasons (PAK0/PAK is 18MBytes on it's own) so you need some form of ADFS hard drive solution.

I use Beeb Image (viewtopic.php?f=12&t=14844) to edit my ADFS HDD image directly, it's also possible to transfer files from a folder using BeebSCSI (and Pi1MHz emulation of BeebSCSI) and Disk Image Manager (viewtopic.php?f=12&t=21252) also handles ADFS hard drives
James Watson - DudleySoft

BBC Model B 32K - PiTubeDirect, Pi1Mhz, Smally Mouse, Gotek, DFS/ADFS, 4xSWRAM.
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dudleysoft71
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Re: BQUAKE - PiTubeDirect Native ARM

Post by dudleysoft71 »

I've attached a HDD image with the shareware PAK file, this can be used directly in BeebEm, or placed on an SD card and loaded in BeebSCSI.
BQUAKE_HDD.zip
(8.36 MiB) Downloaded 7 times
Since QUAKE is an open source game I've created a git repository of the source used to create the game, to build you need to install the ARM-NONE-EABI toolchain. If you want to modify the assembly source for beebScreen (you shouldn't need to) then you need xxd in your path since it uses this to convert the BeebAsm binary files into C source files, but to build the source this isn't required.

The reposity is here: https://github.com/dudleysoft/beebQuake
James Watson - DudleySoft

BBC Model B 32K - PiTubeDirect, Pi1Mhz, Smally Mouse, Gotek, DFS/ADFS, 4xSWRAM.
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marcusjambler
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Re: BQUAKE - PiTubeDirect Native ARM

Post by marcusjambler »

:shock: stunning work :lol: =D> =D>
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tricky
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Re: BQUAKE - PiTubeDirect Native ARM

Post by tricky »

How about replacing the status area gfx on the ARM side?
You could have a palette swap on the beeb side.
It looks great as it is.
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dudleysoft71
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Re: BQUAKE - PiTubeDirect Native ARM

Post by dudleysoft71 »

tricky wrote:
Fri Jun 11, 2021 2:20 pm
How about replacing the status area gfx on the ARM side?
You could have a palette swap on the beeb side.
It looks great as it is.
I'd have to look into it, I'm not sure which parts are rendered by the main game code and which bits are in the gc script parts, the script parts will be harder to replace since it would require building a new script file (all the scripts are compiled into one binary file) and then it wouldn't work with mods, I wanted to allow the game to run using the original data unmodified.
James Watson - DudleySoft

BBC Model B 32K - PiTubeDirect, Pi1Mhz, Smally Mouse, Gotek, DFS/ADFS, 4xSWRAM.
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Re: BQUAKE - PiTubeDirect Native ARM

Post by marcusjambler »

IMG_0171a.jpg
:lol: =D>
I loaded actual Quake onto my Win98 laptop and siphoned the PAK files from there...
My sons jaw nearly dropped off when he saw it running.... on a beeb
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dudleysoft71
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Re: BQUAKE - PiTubeDirect Native ARM

Post by dudleysoft71 »

I forgot to mention in the original post that the game supports mouse input, it should work with any mouse that supports ADVAL 7, 8 and 9 to read it's position, such as the mouse ROM on mdfs.net, otherwise you look around with the cursor keys and move with WASD.
James Watson - DudleySoft

BBC Model B 32K - PiTubeDirect, Pi1Mhz, Smally Mouse, Gotek, DFS/ADFS, 4xSWRAM.
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Re: BQUAKE - PiTubeDirect Native ARM

Post by marcusjambler »

WASD not working... 'A' is operational but it makes you look up

Master OS3.2 with BeebSCSI Pi3 copro VideoNula and Gotek
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dudleysoft71
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Re: BQUAKE - PiTubeDirect Native ARM

Post by dudleysoft71 »

Okay, I think I might need to provide the config/cfg file too.
James Watson - DudleySoft

BBC Model B 32K - PiTubeDirect, Pi1Mhz, Smally Mouse, Gotek, DFS/ADFS, 4xSWRAM.
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