TEE Quake 2 W.I.P Update

TEE_Quake2_quake01.0_1221

McZonk from Team Emergency Exit has released some more exciting information about their W.I.P. Quake 2 port to the PSP:

TEE_Quake2_lastwarning_12211. After some days of struggling with the gcc and the newest pspsdk version Quake II compiles, starts and renders again. There was no step forward in the last days, just stupid bug cleaning.

With the newest pspsdk the 3D rendering failed. No idea what was wrong. I now use sceGumRotateZYX() and it works. But it took a while to find this fix.
I hope I can finish Quake II now fast.

I also cleaned up the code. There are no warning is anymore. That was not really a nessesary step but it could prevent some errors later. There were times where I got over 1000 warning, most of the in the game engine.

All this is cleaned now.

2. I need more memory in the PSP. 64 or 128 mb ram would be enough. I have to optimize a lot of stuff to render all stuff. Speed doesn’t seems to be a real problem for now. But I’ll need some more team before I can release it.

I can render entites and particles now. Just the level is missing. Here are some screenshots.

TEE_Quake2_q2-ingame1.1_1221 TEE_Quake2_q2-ingame2.1_1221
TEE_Quake2_q2-ingame3.1_1221 TEE_Quake2_q2-ingame4.1_1221
TEE_Quake2_q2-ingame5.1_1221 TEE_Quake2_q2-ingame6.1_1221
The red and yellow cones are entities are not loaded.

McZonk has also tried something interesting — Anti-Aliasing.

TEE_Quake2_q2-aa.0_1221

3. Another thing I tested is this. It is fast but not fast enough. This anti-aliasing is done hybrid, some parts in hardware some in software. Perhaps I can improve it for later usage.

 

 

 

 

 

 

 

Please note this is only a conceptual technological test. McZonk has no plan on using AA in the port, since the performance will be a major problem.

TEE_Quake2_quake01.0_1221

McZonk from Team Emergency Exit has released some more exciting information about their W.I.P. Quake 2 port to the PSP:

TEE_Quake2_lastwarning_12211. After some days of struggling with the gcc and the newest pspsdk version Quake II compiles, starts and renders again. There was no step forward in the last days, just stupid bug cleaning.

With the newest pspsdk the 3D rendering failed. No idea what was wrong. I now use sceGumRotateZYX() and it works. But it took a while to find this fix.
I hope I can finish Quake II now fast.

I also cleaned up the code. There are no warning is anymore. That was not really a nessesary step but it could prevent some errors later. There were times where I got over 1000 warning, most of the in the game engine.

All this is cleaned now.

2. I need more memory in the PSP. 64 or 128 mb ram would be enough. I have to optimize a lot of stuff to render all stuff. Speed doesn’t seems to be a real problem for now. But I’ll need some more team before I can release it.

I can render entites and particles now. Just the level is missing. Here are some screenshots.

TEE_Quake2_q2-ingame1.1_1221 TEE_Quake2_q2-ingame2.1_1221
TEE_Quake2_q2-ingame3.1_1221 TEE_Quake2_q2-ingame4.1_1221
TEE_Quake2_q2-ingame5.1_1221 TEE_Quake2_q2-ingame6.1_1221
The red and yellow cones are entities are not loaded.

McZonk has also tried something interesting — Anti-Aliasing.

TEE_Quake2_q2-aa.0_1221

3. Another thing I tested is this. It is fast but not fast enough. This anti-aliasing is done hybrid, some parts in hardware some in software. Perhaps I can improve it for later usage.

 

 

 

 

 

 

 

Please note this is only a conceptual technological test. McZonk has no plan on using AA in the port, since the performance will be a major problem.

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