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Path: ...!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: Marcus <m.delete@this.bitsnbites.eu> Newsgroups: comp.arch Subject: Got Quake 2 running on my MRISC32 FPGA computer Date: Mon, 16 Dec 2024 00:32:31 +0100 Organization: A noiseless patient Spider Lines: 26 Message-ID: <vjnouf$po8u$1@dont-email.me> MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8; format=flowed Content-Transfer-Encoding: 7bit Injection-Date: Mon, 16 Dec 2024 00:32:32 +0100 (CET) Injection-Info: dont-email.me; posting-host="e18f8e4d2c70dc4771a0092271d1abef"; logging-data="844062"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+qMF18DCs08iB3wcop8KY9oMS/faGRASE=" User-Agent: Mozilla Thunderbird Cancel-Lock: sha1:sgiXbfmJqoZxsYIe/iIVWM9mEIA= Content-Language: en-US Bytes: 1942 Some progress... Earlier this year I spent some time porting Quake 2 to my MRISC32 based computer. It required some refactoring since Quake 2 used a modular rendering and game logic system based on dynamically loaded libraries (DLLs). My computer isn't that fancy, so I had to get everything statically linked into a single executable ELF32 binary (and the Quake 2 source code didn't support that at all). My patched source code: https://gitlab.com/mbitsnbites/mc1-quake2 When I finally got a working build, it only worked in my simulator but not on my FPGA board, so I dropped the effort. Yesterday, however, I went and bumped my GNU toolchain to GCC 15.x and fixed a few bugs in my MRISC32 back end, and lo and behold, the binary actually started working on the FPGA (not sure if it was a compiler bug or if it's a CPU implementation bug that got hidden by the compiler update). Video: https://vimeo.com/1039476687 It's not much (about 10 FPS at 320x180 resolution), but at least it's progress. /Marcus