Makaqu 1.5.1
- Tyne
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- mankrip
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The version 1.1 should be released in about a month or two, so I would like to know if anyone has any suggestions on changes and features to implement.
Some of the last changes are:
Added an ip.bin file.
Modlist support for /id1 directory.
Significant changes to the analog input support. Now the analog stick's axes can be bound to any command, and the "Axis/Trigger Function" options are gone.
Added the Timescale extension.
Added sv_compatibility cvar, to allow both network gaming and demo recording compatible with normal Quake.
And here's some things I'll try to implement:
640x240 resolution.
Auto-repeat for keys and buttons while in the console or menu.
VMU LCD support.
Faster translucent effects in the Windows version.
Some of the last changes are:
Added an ip.bin file.
Modlist support for /id1 directory.
Significant changes to the analog input support. Now the analog stick's axes can be bound to any command, and the "Axis/Trigger Function" options are gone.
Added the Timescale extension.
Added sv_compatibility cvar, to allow both network gaming and demo recording compatible with normal Quake.
And here's some things I'll try to implement:
640x240 resolution.
Auto-repeat for keys and buttons while in the console or menu.
VMU LCD support.
Faster translucent effects in the Windows version.
1.1 sounds promising! Especially being able to run in 640x240 resolution.
I guess network-play for us without BB-adapter is still far away, but otherwise that would be a nice addition (And a first. ). I don't have any other ideas for the moment, but Ill post if I have.
I guess network-play for us without BB-adapter is still far away, but otherwise that would be a nice addition (And a first. ). I don't have any other ideas for the moment, but Ill post if I have.
Try my games : http://neotron-games.blogspot.com/
- emptythought
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- Christuserloeser
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That's really a nice idea. I think 320x480 will look awesome!Fragger wrote:I'll probably add a 320x480 mode too.
Last edited by Christuserloeser on Sun Apr 23, 2006 12:49 pm, edited 1 time in total.
Insane homebrew collector.
- Christuserloeser
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Bin2Boot should work fine. However, BootDreams is much better!mrooobaa wrote:I tried bin2boot, but when I put the disk in the dreamcast, it selfbooted and loaded the Sega screen, but then it showed a screen saying "no game detected - please swap disk" Is there a special method I need to use to make this game self-boot? Thank you if you could help me.
About the disc structure, this should do:
1st_read.bin
IP.BIN
Quake\ID1\autoexec.cfg
Quake\ID1\PAK0.PAK
Quake\ID1\PAK1.PAK
Insane homebrew collector.
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- mankrip
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Rewrote the jump pack support, using the KOS driver (it was using the raw method before). Now I only have to adjust the strenght of the default effects, which are too weak right now. Anyway, I won't assure the default effects will work well on official jump packs, because I only have an unofficial one.
Resolutions up to 768x576 are selectable in the modlist now. It doesn't matter much, since all of them runs very slowly. By the way, resolutions 640x400 and above will limit the heapsize to 8 MB.
Resolutions up to 768x576 are selectable in the modlist now. It doesn't matter much, since all of them runs very slowly. By the way, resolutions 640x400 and above will limit the heapsize to 8 MB.
Done. It runs 1 FPS slower than 640x240.I wrote:I'll probably add a 320x480 mode too.
Thanks.mrooobaa wrote:By the way, I would like to say that this is the best port of Quake I have ever played.
- Christuserloeser
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