Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
EGA Matsu Alpha

Quake 1 GBA Demake (via. PrBoom)

Recommended Posts

Ineresting idea.
Now i remember that obscure Id tech game made for the GBA: Dark Arena.
That one totally needs a source port and maybe a proper fan remake.
It was a damn fine game.

Share this post


Link to post
17 minutes ago, EGA Matsu Alpha said:

Yeah as the title says, I'm demaking Quake 1 to the GBA via. PrDoom, and I want some really early feedback.

(Note, I am modifying the engine as well, so it aint a re-skin either, so tough luck running this in any source port)

image.png.a98e23137c1997f676064f1e726699d7.png

image.png.8f397bc075d97314e681c82478d3100e.png

image.png.2d208420a8456182177aec6468faacb9.png

 

If you're basing this on the Doom engine, will there be jumping and will there be a method to look up and down? Will there be slopes? Will there be 3D floors?

 

Quake's level design relied on its level format being fully 3D, but Doom uses 2D floor plans for its level format. How will you be able to make the Quake levels recognisable in the Doom format?

 

3D models, polygons or voxels, for any of the enemies or items would be out of the question, right? If so, how are you going to do the doors? Will they just move up and down, or will you scroll a texture like Dimension of the Boomed did in Boom format?

 

Will there be true particles like in Quake? Some Doom source ports have true particles, but PrBoom is not one of them.

 

The GBA only has 4 buttons in addition to Start and Select. Will we be able to have custom key binds instead of having to choose between presets?

Share this post


Link to post
Just now, Nikku4211 said:

If you're basing this on the Doom engine, will there be jumping and will there be a method to look up and down? Will there be slopes? Will there be 3D floors?

 

Quake's level design relied on its level format being fully 3D, but Doom uses 2D floor plans for its level format. How will you be able to make the Quake levels recognisable in the Doom format?

 

3D models, polygons or voxels, for any of the enemies or items would be out of the question, right? If so, how are you going to do the doors? Will they just move up and down, or will you scroll a texture like Dimension of the Boomed did in Boom format?

 

Will there be true particles like in Quake? Some Doom source ports have true particles, but PrBoom is not one of them.

 

The GBA only has 4 buttons in addition to Start and Select. Will we be able to have custom key binds instead of having to choose between presets?

Jumping will replace the map as the map I deem wont be useful here.

 

There will not be looking up and down.

 

There might be slopes if i can implement them in a PrDoom based sourceport.

 

There will most likely not be 3D floors.

 

Simple, by demaking em.

 

There will be 2D sprites for entities/"things".

 

Doors will move up and down unless i can implement a system for them to move left/right.

 

There might be real particles, i don't want to push the system to hard, this is good enough.

 

I am NOT sure on control editing as of yet.

Share this post


Link to post
8 minutes ago, Nikku4211 said:

If you're basing this on the Doom engine, will there be jumping and will there be a method to look up and down? Will there be slopes? Will there be 3D floors?

 

Quake's level design relied on its level format being fully 3D, but Doom uses 2D floor plans for its level format. How will you be able to make the Quake levels recognisable in the Doom format?

 

3D models, polygons or voxels, for any of the enemies or items would be out of the question, right? If so, how are you going to do the doors? Will they just move up and down, or will you scroll a texture like Dimension of the Boomed did in Boom format?

 

Will there be true particles like in Quake? Some Doom source ports have true particles, but PrBoom is not one of them.

 

The GBA only has 4 buttons in addition to Start and Select. Will we be able to have custom key binds instead of having to choose between presets?

i think that the word ''demake'' means make something that resemble the original game, but if it was made on a less powerful engine.
Thus not having all the features as the original. But still being recognizable at first sight.

Share this post


Link to post
Just now, P41R47 said:

i think that the word ''demake'' means make something that resemble the original game, but if it was made on a less powerful engine.

then im using it correctly.

Share this post


Link to post
10 minutes ago, EGA Matsu Alpha said:

Simple, by demaking em.

 

How will you be sure the iconic levels will still be recognisable after the demaking process?

 

11 minutes ago, EGA Matsu Alpha said:

Jumping will replace the map as the map I deem wont be useful here.

Quake also doesn't have a 'use' button, so that can go too.

Share this post


Link to post

Gonna follow this, seems like an interesting topic, and if you cant get sideways doors, try using some of the saturn ports door textures

Share this post


Link to post

Any update? I'm curious because this seems like a really interesting idea, I would gladly test it when some major progress is done.

Share this post


Link to post

You're going to want to build it on top of GZDoom, rather than PrDoom.

 

If you plan to make a really good mod, have a look at Legacy of Suffering as it's a very impressive build, technically.  Also make sure you unstand Doom's limitations (some of which are fixed/removed/improved in GZDoom)...

 

 

Share this post


Link to post
45 minutes ago, Redoom said:

Any update? I'm curious because this seems like a really interesting idea, I would gladly test it when some major progress is done.

 

7 minutes ago, Zilch said:

You're going to want to build it on top of GZDoom, rather than PrDoom.

 

If you plan to make a really good mod, have a look at Legacy of Suffering as it's a very impressive build, technically.  Also make sure you unstand Doom's limitations (some of which are fixed/removed/improved in GZDoom)...

 

 

@Redoom sorry i just made this account lmao, post limit is a thing so-

 

@Zilch did you really just tell me, to use GZDoom, so I can demake Quake 1 for the GBA?

Share this post


Link to post

I'll be watching this one with interest. I don't share some other members' doubts as to whether or not the Quake levels can be demade recognisably in the DOOM engine, I've seen it done.

Share this post


Link to post
2 hours ago, Jayextee said:

I'll be watching this one with interest. I don't share some other members' doubts as to whether or not the Quake levels can be demade recognisably in the DOOM engine, I've seen it done.

I Have been working on E1M1, though the outside area is iffy.image.png.523423a5bcb10872199aa89e3a8b34a2.png

image.png.cf023a6fee29ec93100246b4565054e3.png

Share this post


Link to post
21 hours ago, Zilch said:

You're going to want to build it on top of GZDoom, rather than PrDoom.

There is no version of GZDoom (or even ZDoom, for that matter) that is ported to GBA. The extra features ZDoom requires would just make the GBA chug on top of the Doom engine, and there'd be no hardware renderer since the GBA lacks 3D hardware.

Share this post


Link to post

Seems like I may be a major contributor to this project, I can't wait to get the ball rolling.

Share this post


Link to post
13 hours ago, EGA Matsu Alpha said:

The music is slow

Do note that you can make updates to one and the same post. To use this: After posting, click on Edit.

For major developments (like a release) people use separate posts for that :)

 

Good luck on the project.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×