Something cross compatable with ppc would be a total rewrite of the progs.dat with ram useage in mind.
Removing many unneeded files from the precache would lower load times. Removing many of the sounds would lower the ambiance but it could be setup so the player can toggle what type to use/not use. Streamlining chunks of code... etc.
to that... I offer this little tech demo/code base/fully working botmatch mod.
http://quakedev.dcemulation.org/downloa ... eanfbx.zip
What is in that package is the combination of several things...
Electro's cleanDM v.8 is a highly optimized deathmatch only codebase.
All monster code has been removed.
Optimization of the precache have been made.
Several large chunks of code have been rewritten.
All to make the smoothest fastest DM play possible.
and FBXa Frik has already proven his FBX system works. This code includes his maxplayer hack and Frikmenu. Both could easily be removed for non DC use.
It compiles warning free with FrikQCC at level 4 detection.
It runs very smooth on dreamcast.
That package includes the compiled progs.dat and the source code.
Yes your mods would likely work well and they might be useful to some of the QuakeDC users.
QuakeDC is probibly a lot more forgiving with the maps then PPC... All of the singleplayer maps run with very little or no trouble. Though it doesnt seem to handle near as many polygons on screen at once as standard GLquake for PC.
Of course simpler maps should still mean slightly faster gameplay.
Something FrikaC found out while I was testing some things for him is...
Do to some endian related issues around inits some mods made after the release of qccx wont work correctly on dreamcast. This may also be an issue on some versions of pocketquake.
endian is how the cpu stores big (multi-byte) numbers
All of intel's chips (and clones) do it backwards. Just about everyone else does it in the correct direction.
Basicly... titanium didnt take into account which direction the SH4 processor stores the numbers. This doesnt cause any problems with stock quake because the problem inits (introduced by qccx) arent used.
Those problem inits can be coded around but the alternitives would likely be a tad slower. This also is not an automatic problem with mods compiled with qccx or its later incarnates (including frikqcc). It only matters if the author used those kinds of inits.
I'll have to get back to you on framerate...
I've forgotten how to check
But it can deffenately be called more than playable...
My old Sig was broken. Enter the new Sig!