the program, working state and game data have been squeezed into the four megabytes of
main memory
it requires either shareware or commercial pak files, Amiga
and PC paks have been successfully used
many total conversions and mods should work with a stock DS,
assuming they respect
the tiny memory size
total conversion
and mods which refuse to play on a stock DS will play on a DS with a compatible
flash card when combined with the EXRAM build
infrastructure-based wifi network gaming is supported
ad-hoc DS/DS gaming is currently de-activated in this
version
there is full control configuration
game saves work, although there may be some corruption
using certain DLDI drivers - game saving is not guaranteed to work
correctly in the EXRAM build (when used with a slot-2 DLDI)
there's a crosshair
there's view snapping and pen sensitivity settings
there is a proper timebase, so the speed won't be
inconsistent any more like it was in pre1
there's an on-screen keyboard, for use in-game and with the
console, and it is much more functional than before
there are eight user-bindable 'touch buttons'
access to the command line is now easier
dodgy QuakeC compatibility has been improved
Graphics
all software renderering has been moved
over to using the DS' 3D hardware
world textures are display 99% correctly, there may the
occasional non-power-of-two texture wrapping glitch; Alias
models are fully textured
sprites (eg explosions) are now correctly rendered, and
they now have their correct animated textures (ie they're not pink any
more!)
particles (eg blood effects) are also correctly rendered,
and also come in a shade other than pink
animated model skins are now (barely) supported
the game uses faux vertex lighting, derived from the
original lightmaps; light animations also work correctly
there's no dynamic lighting and Alias models are not lit
there are sky, water, sludge, lava and teleporter
animations (the sky is now rendered correctly)
the console now uses the Quake font from the chosen pak
files
the game uses hardware fogging for a light depth cue above
ground,
thick
fog for below water
there's a HUD
GUI elements are transparent (with no more corruption)
Sound
there's a full-blown custom ARM7 sound effects system, and
it totally r0x0rs
the sound system uses proper spatial positioning (it is
stereo though...) - plug it into your speakers and subwoofer to hear
all the effort I put into this!
CD music has been dropped from this version...it may return
Tech info
uses the libfat DLDI interface, so should hopefully work on
all supported flash cards
built using the devkitARM r20 toolchain
textures and sounds are loaded from disk on demand - you will notice
slow loading if you have certain types of cards, or low quality flash
cards
sound and texture memory is defragged in the background
in-game performance has been improved but is still not hot,
and I think this is as good as it's going to get
rendering performance is very good (pause the game and move
the camera if you don't believe me)
performance is timed using a custom function-instrumenting
profiler (a bit like gprof) and another system is used for recording
the exact
pad and screen input for later replaying
the DS is put to sleep when the lid closes (disabled in
this build)
there is no texturing on brush or Alias models or images
loaded from individual files - you must
use pak files
You'll still need to have the original games and some additional hardware to get them running, but they're worth investigating for yourself. Check them out here:
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Got this working a while back and I love it! Save for the presence of zombies seeming to slow the game to seconds-per-frame. I'd love to hear if there's a fix for that. Also, I've tried packaging some mods like in the shadows and soul of evil into pak files and naming them pak0.pak to try to get the program to run them... and it's ALMOST worked both times. I think they might be too big? If anyone's ever gotten a mod or map pack working on quakeDS I'd love to see it.
I tried Malice too, since it appears to be working in the imageset on this page, but again, no luck.
You just need a flashcart that is compatible with the latest firmware. I played Quake DS YEARS AGO on my DSi... Or was it a 3DS? I don't remember. It'll work. If you enjoy Quake, check out my sound mod. I am unsure if it'll work on Quake DS, but you could possibly test it.
Is there a way to use mods on this?
Got this working a while back and I love it! Save for the presence of zombies seeming to slow the game to seconds-per-frame. I'd love to hear if there's a fix for that. Also, I've tried packaging some mods like in the shadows and soul of evil into pak files and naming them pak0.pak to try to get the program to run them... and it's ALMOST worked both times. I think they might be too big? If anyone's ever gotten a mod or map pack working on quakeDS I'd love to see it.
I tried Malice too, since it appears to be working in the imageset on this page, but again, no luck.
I'm also sure that multiplayer still may be active, assuming it didn't use Nintendo WIFI connection.
Is this be playable on the Nintendo 3DS family of systems?
You just need a flashcart that is compatible with the latest firmware. I played Quake DS YEARS AGO on my DSi... Or was it a 3DS? I don't remember. It'll work. If you enjoy Quake, check out my sound mod. I am unsure if it'll work on Quake DS, but you could possibly test it.
KYS
You first, Banned gringo.
Imma go first-a.