QuakeDS Pre-Release 2
Nueva versión que nos acerca a un final mas cercano. QuakeDS poco a poco se ve mejor y su autor nos avisa que todavía no esta completo pero que cada vez falta menos.

Recordaros que necesitareis shareware para hacerlo funcionar, se han probado los de PC y Amiga, ambos funcionan bien.
Por DSPOWER
Si quieren leer lo que ha mejorado pulsar en more.
Current Status, as of 29/04/07
This port was started in mid-October 2006. It is not yet finished, however it is nearing completion.
The game
the program, working state and game data have been squeezed into the four megabytes of main memory
it requires either shareware or commercial pak files, Amiga and PC paks have been successfully used
total conversions and mods should work, assuming they respect the tiny memory size (extended RAM to be supported in a couple of weeks)
infrastructure-based wifi network gaming is supported (build to be released in a few days, after more testing)
ad-hoc DS/DS gaming will be supported at a later date
there is now full control configuration
game saves now work, although there may be some corruption using certain DLDI drivers
there’s a crosshair
there is a proper timebase, so the speed won’t be inconsistent any more!
Graphics
the majority of the software renderering has been moved over to using the 3D hardware
world textures are display nearly-correctly, there are however non-power-of-two textures still aren’t rendered correcly; Alias models are fully textured
the game uses faux vertex lighting, derived from the original lightmaps; light animations also work correctly. Full lightmapping may be included at a later date
there’s no dynamic lighting yet
Alias models are not lit
sprites and particles are hacked in (as of 17/02/07) and are only partially hardware-accelerated, and have no textures
there are sky, water, sludge, lava and teleporter animations (the sky is now rendered mostly-correctly, too)
the console now uses the Quake font from the chosen pak files
the game uses hardware fogging for a light depth cue above ground, thick fog for below water
there’s a HUD
GUI elements are transparent
Sound
sound effects support is about 95% finished, with the whole sound system running on the ARM7
the sound system uses proper spatial positioning (it is stereo though…) - plug it into your speakers and subwoofer to hear all the effort I put into this!
CD music is currently being investigated
the existing solution requires the CD soundtrack to be ripped to your flash card
uses an MP3 decoder, running on the second processor
…but the file streaming slows down the primary processor a bit too much
Tech info
uses the libfat DLDI interface, so should hopefully work on all supported flash cards
built using the latest toolchain, devkitARM r20
textures and sounds are loaded from disk on demand - you will notice slow loading if you have certain types of cards, or low quality flash cards
sound and texture memory is defragged in the background
in-game performance is still not hot, but is being actively worked on - expect to see it run twice as fast in the finished build
Alias rendering performance has been improved by 300%, brush model rendering 30%
performance is timed using a custom function-instrumenting profiler (a bit like gprof) and another system is used for recording the exact pad and screen input for later replaying
the DS is put to sleep when the lid closes (disabled in this build)
there is no texturing on brush or Alias models or images loaded from individual files - you must use pak files
