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License: GNU General Public License v2.0
Source code backup of the Quake 1 DCQ1 source port for the Sega Dreamcast created by Bero.
License: GNU General Public License v2.0
Quake for Dreamcast BERO <[email protected]> http://dcquake.sourceforge.net - you should set joypad config in options/customize control before starting game. Status - working quake and glquake - quake: sometimes buggy color. (I think -m4-single-only (double=32bit) overflow or compiler/math library bug in lighting code) - glquake: transpalency bug - both run with shareware version data files or commercial CD-ROM. - MOD/TC can work. - full control using pad (except console) , and mouse,keyboard support - sound - save to visual memory with zlib compression and icon - cd-da music (but disabled -- if you read data from pc using dcload-ip and cd-da from cd, work fine) - no network JOYSTICK ASSIGN menu: UP/DOWN select mod L-TRIG/R-TRIG scroll description text START/A start game Y disk change game: joystick keyboard default bind UP UP FORWARD DOWN DOWN BACK LEFT LEFT TURN LEFT RIGHT RIGHT TURN RIGHT A ENTER JUMP B SPACE JUMP X none none Y Y none R-TRIG CTRL ATTACK L-TRIG ALT SIDESTEP analog move How to run - it runs CD-R or CD-ROM, dcload-ip with this directory structure: burned Quake sharware version: \QUAKE_SW +- ID1 +- glquake (optional*) +- PAK0.PAK burned Quake commercial version full install: \QUAKE +- ID1 | +- glquake (optional*) | +- PAK0.PAK | +- PAK1.PAK | +- quakeXX.pcx or quakeXX.tga (optional) +- other mod (optional) +- other mod (optional) +- games.lst (optional) (*) glquake directory is genarated when you run glquake on PC, or mkdir by hand and run under dcload-ip. if this directory exist, loading faster. Quake commercial version CD-ROM: \Data +- ID1 +- glquake +- PAK0.PAK +- PAK1.PAK dcload-ip: same as burned image but on pc harddrive. if quake directory is at C:\QUAKE, under cygwin enviroment, $ mount -b 'C:\quake' /quake and $ dcload-ip -t <dreamcast ip> glquake.elf Add mod/map/TC I suggest you run under dcload-ip before burning. 1. Intall/Extract in Quake directory. 2. read it's document 3. make "games.lst" in Quake directory example --cut-- #gamename,dir,cmdline,screenshot,txt Quake,id1,,quake00.pcx, After the Fall,atf,,quake00.pcx,atf.txt Beyond Belief,bbelief,,quake00.pcx,BBELIEF.DOC Abyss of Pandemonium,IMPEL,,quake00.pcx,README.TXT AirQuake,AIRQUAKE,,quake00.pcx,AIRQUAKE.TXT TeamFortress,FORTRESS,,quake00.pcx,README.TXT Soldier of Fortune,sof,,quake00.pcx,SOFSP1.TXT Raptors!,raptors,,quake00.pcx,README.TXT --cut-- if cmdline is only "-game dirname" then you can omit cmdline. To make screenshot, run under dcload-ip and press F12 on DC keyboard, or run (gl)quake on PC with 320x200 or 320x240 resolution. License - Quake source code is under GPL. (See gnu.txt) To make fully working package, you need set of source code. Each parts have own licence , but all licence is "compatible with GPL". so whole licence of total software is under GPL. Under GPL, if you copy/modify/re-distribute this software, you MUST distribute with source. for example: If you put local copy of this software on your site, you MUST put source too. If you distribute own CD-R images such as adding mods/maps, you MUST include source in image OR distribute source with image. - Quake Shareware version Data files have another Licence. See QUAKE_SW/slicnse.txt It says, "ID grants to Providers the limited right to distribute, free of charge, except normal access fees, and by electronic means only, the Software; provided" Acknowledgement - id software: Thanks X'mas present, Quake and Quake II source - GNU Project: cross compiler and assembler,gcc and binutils - redhat: unix like compile envircoment on Windows,Cygwin and free libc and libm for embedded systems, newlib - Marcus Comstedt: Pioneer of Dreamcast homebrew development,and technical document - Andrew Kieschnick: Dreamcast developmnt enviroment "dcload" - Dan Potter and contributors: usable hardware library "KallistiOS" - Meiwa: hardware information
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