N64 game engine : Quagmire

Discussion in 'Unreleased Games Discussion' started by ASSEMbler, Jun 23, 2006.

  1. ASSEMbler

    ASSEMbler Administrator Staff Member

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    I've come across parts if not all of the n64 quagmire engine.

    It would be nice to releasse a complete engine for N64
    to the fan community.

    As I dig through the info, if anyone is a N64 head, let me know.
    I am tempted to release it all in an iso, but before I do so
    I'd like to pass it by you all to see if it's worthwhile doing so.
     
  2. ASSEMbler

    ASSEMbler Administrator Staff Member

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    DIRECTORY

    C:\Projects\TNT\Apps\ASCView C:\Projects\TNT\Apps\CeD
    C:\Projects\TNT\Apps\CeD\res C:\Projects\TNT\Apps\ClipUtil
    C:\Projects\TNT\Apps\iCL C:\Projects\TNT\Apps\iCL0
    C:\Projects\TNT\Apps\Max2Quag C:\Projects\TNT\Apps\MirAnim
    C:\Projects\TNT\Apps\N64_ROM C:\Projects\TNT\Apps\N64_ROM\Sound
    C:\Projects\TNT\Apps\QuagWiz C:\Projects\TNT\Apps\QuagWiz\hlp
    C:\Projects\TNT\Apps\QuagWiz\res C:\Projects\TNT\Apps\RipGeom
    C:\Projects\TNT\Apps\RSCDump C:\Projects\TNT\Apps\RSCMerge
    C:\Projects\TNT\Apps\SBuild2 C:\Projects\TNT\Apps\ScrEd
    C:\Projects\TNT\Apps\ScrEd\ie_Image C:\Projects\TNT\Apps\ScrEd\res
    C:\Projects\TNT\Apps\SkinEd C:\Projects\TNT\Apps\SkinEd\ASB2000
    C:\Projects\TNT\Apps\SkinEd\ASB2000\qgeom
    C:\Projects\TNT\Apps\SMOSView C:\Projects\TNT\Apps\TBuild
    C:\Projects\TNT\Apps\Unique C:\Projects\TNT\Apps\VCQBar
    C:\Projects\TNT\Apps\VCQBar\res C:\Projects\TNT\Demos\Anim01
    C:\Projects\TNT\Demos\Anim01\Motion C:\Projects\TNT\Demos\Anim02
    C:\Projects\TNT\Demos\Anim02\Motion C:\Projects\TNT\Demos\Demo01
    C:\Projects\TNT\Demos\DemoRSCB C:\Projects\TNT\Demos\MFC1
    C:\Projects\TNT\Demos\MFC1\res C:\Projects\TNT\Demos\PSX_Test
    C:\Projects\TNT\Demos\RipGeom C:\Projects\TNT\Demos\RMGeom01
    C:\Projects\TNT\Demos\rom_01 C:\Projects\TNT\Demos\rom_01\data
    C:\Projects\TNT\Demos\rom_02 C:\Projects\TNT\Demos\rom_02\MOTION
    C:\Projects\TNT\Demos\Skin01 C:\Projects\TNT\Demos\Skin01\Motion
    C:\Projects\TNT\Demos\Skin01\Skin C:\Projects\TNT\Demos\Skin02
    C:\Projects\TNT\Demos\Skin02\Data C:\Projects\TNT\Demos\SMOS_01
    C:\Projects\TNT\Demos\SMOS_02 C:\Projects\TNT\Demos\SMOS_03
    C:\Projects\TNT\Demos\SMOS_04 C:\Projects\TNT\Demos\SMP_Ex
    C:\Projects\TNT\Demos\Sound02 C:\Projects\TNT\Demos\Start00
    C:\Projects\TNT\Demos\Start01 C:\Projects\TNT\Demos\Start02
    C:\Projects\TNT\Demos\TimeDemo C:\Projects\TNT\Demos\TQEditor
    C:\Projects\TNT\Quagmire\3rdParty\DirectX
    C:\Projects\TNT\Quagmire\3rdParty\DirectX\Include
    C:\Projects\TNT\Quagmire\3rdParty\DirectX\Libs
    C:\Projects\TNT\Quagmire\3rdParty\N64
    C:\Projects\TNT\Quagmire\3rdParty\N64\include
    C:\Projects\TNT\Quagmire\3rdParty\N64\include\PR
    C:\Projects\TNT\Quagmire\3rdParty\N64\include\sys
    C:\Projects\TNT\Quagmire\3rdParty\N64\lib
    C:\Projects\TNT\Quagmire\3rdParty\N64\lib\PR
    C:\Projects\TNT\Quagmire\3rdParty\N64\old rom
    C:\Projects\TNT\Quagmire\3rdParty\N64\ROM
    C:\Projects\TNT\Quagmire\3rdParty\PSX
    C:\Projects\TNT\Quagmire\3rdParty\PSX\cdgen
    C:\Projects\TNT\Quagmire\3rdParty\PSX\cdgen\LCNSFILE
    C:\Projects\TNT\Quagmire\3rdParty\PSX\cdgen\MCHECK
    C:\Projects\TNT\Quagmire\3rdParty\PSX\cdgen\MCHECK95
    C:\Projects\TNT\Quagmire\3rdParty\PSX\include
    C:\Projects\TNT\Quagmire\3rdParty\PSX\include\SYS
    C:\Projects\TNT\Quagmire\3rdParty\PSX\lib
    C:\Projects\TNT\Quagmire\3rdParty\PSX\psx
    C:\Projects\TNT\Quagmire\3rdParty\SDC
    C:\Projects\TNT\Quagmire\3rdParty\SDC\Include
    C:\Projects\TNT\Quagmire\3rdParty\SDC\Libs
    C:\Projects\TNT\Quagmire\3rdParty\SDC\Libs\debug
    C:\Projects\TNT\Quagmire\3rdParty\SDC\Libs\Release
    C:\Projects\TNT\Quagmire\Engine\Common
    C:\Projects\TNT\Quagmire\Engine\D3D
    C:\Projects\TNT\Quagmire\Engine\D3D\Helpers
    C:\Projects\TNT\Quagmire\Engine\N64
    C:\Projects\TNT\Quagmire\Engine\N64\Audio
    C:\Projects\TNT\Quagmire\Engine\N64\Audio\_Old
    C:\Projects\TNT\Quagmire\Engine\N64\FileSys
    C:\Projects\TNT\Quagmire\Engine\N64\Virtual
    C:\Projects\TNT\Quagmire\Engine\N64\_Old
    C:\Projects\TNT\Quagmire\Engine\PSX
    C:\Projects\TNT\Quagmire\Engine\SDC
    C:\Projects\TNT\Quagmire\Utils\Anim
    C:\Projects\TNT\Quagmire\Utils\AnimPlay
    C:\Projects\TNT\Quagmire\Utils\Bitmap
    C:\Projects\TNT\Quagmire\Utils\Bitmap\SetTests
    C:\Projects\TNT\Quagmire\Utils\Geometry
    C:\Projects\TNT\Quagmire\Utils\Resource
    C:\Projects\TNT\Quagmire\Utils\Resource\RSCBuild
    C:\Projects\TNT\Quagmire\Utils\Resource\RSCInfo
    C:\Projects\TNT\Quagmire\Utils\Resource\RSCLoad
    C:\Projects\TNT\Quagmire\Utils\SMOS
    C:\Projects\TNT\Quagmire\Utils\Sound C:\Projects\TNT\Quagmire\x_files
    C:\Projects\TNT\Quagmire\x_files\x_SDC C:\Projects\TNT\Quagmire\y_files
    C:\Projects\TNT\RModules\Axes C:\Projects\TNT\RModules\Ball
    C:\Projects\TNT\RModules\Floor C:\Projects\TNT\RModules\Geom
    C:\Projects\TNT\RModules\Skin C:\Projects\TNT\RModules\Skin\SDC
    C:\Projects\TNT\RModules\Sleet C:\Projects\TNT\Scratch\ALK_Hand
    C:\Projects\TNT\Scratch\ALK_Hand\Skin C:\Projects\TNT\Scratch\AndySS
    C:\Projects\TNT\Scratch\ASCTList C:\Projects\TNT\Scratch\BMPCheck
    C:\Projects\TNT\Scratch\Cloth C:\Projects\TNT\Scratch\DMT_01
    C:\Projects\TNT\Scratch\DrawDemo
    C:\Projects\TNT\Scratch\DrawDemo\Art C:\Projects\TNT\Scratch\Geom01
    C:\Projects\TNT\Scratch\LBoxDemo
    C:\Projects\TNT\Scratch\LBoxDemo\Resource
    C:\Projects\TNT\Scratch\LogicLoop
    C:\Projects\TNT\Scratch\N64VideoTweak
    C:\Projects\TNT\Scratch\PCSound C:\Projects\TNT\Scratch\QBC01
    C:\Projects\TNT\Scratch\QBC01\Data
    C:\Projects\TNT\Scratch\QBC01\Data\ANIMS
    C:\Projects\TNT\Scratch\QBC01\Data\ANIMS\BallAMCs
    C:\Projects\TNT\Scratch\QBC01\Data\ANIMS\PlayerAMCs
    C:\Projects\TNT\Scratch\QBC01\Data\BALL
    C:\Projects\TNT\Scratch\QBC01\Data\SKINS
    C:\Projects\TNT\Scratch\QBC01\Data\Stadium
    C:\Projects\TNT\Scratch\QBC01\Data\TEXTURES
    C:\Projects\TNT\Scratch\QBC01\DataSDC
    C:\Projects\TNT\Scratch\QBC01\DataSDC\Sound
    C:\Projects\TNT\Scratch\QuagSS C:\Projects\TNT\Scratch\QuagSS01
    C:\Projects\TNT\Scratch\SBuild C:\Projects\TNT\Scratch\SH_03
    C:\Projects\TNT\Scratch\SMOSBase C:\Projects\TNT\Scratch\SMOS_N64
    C:\Projects\TNT\Scratch\SMP_Ex C:\Projects\TNT\Scratch\SMView64
    C:\Projects\TNT\Scratch\Sound C:\Projects\TNT\Scratch\Sound01
    C:\Projects\TNT\Scratch\Stress C:\Projects\TNT\Scratch\Stress\Data
    C:\Projects\TNT\Scratch\Test02 C:\Projects\TNT\Scratch\Test07
    C:\Projects\TNT\Tools C:\Projects\TNT\Tools\Max

    General TnT/Quagmire development:

    Requirements:


    ·Windows 95/98. NT is not supported at this time.
    ·Microsoft's Developer Studio / Visual C++ 6.0 (VC6).
    ·Optional, but recommended: Visual Source Safe 6.0 (SS6).
    ·Quagmire distribution package files.

    Instructions:
    ·Install Visual C++ 6.0 (VC6).
    ·Install Source Safe 6.0 (SS6) if you plan to use it.
    ·Install/unzip the Quagmire distribution package. We recommend that you locate the Quagmire distribution package files in directory:
    [FONT=&quot]C:\Projects\TnT[/FONT]
    Thus you would have the following directories:
    [FONT=&quot]C:\Projects\TnT\Apps[/FONT]
    [FONT=&quot]C:\Projects\TnT\Demos[/FONT]
    [FONT=&quot]C:\Projects\TnT\Manuals[/FONT]
    [FONT=&quot]C:\Projects\TnT\Quagmire[/FONT]
    [FONT=&quot]C:\Projects\TnT\RModules[/FONT]
    [FONT=&quot]C:\Projects\TnT\Tools[/FONT]
    We further recommend that you "root" your own projects under the "C:\Projects" directory, like so:
    [FONT=&quot]C:\Projects\Game2000[/FONT]
    [FONT=&quot]C:\Projects\SomeTool[/FONT]
    ·Edit your AUTOEXEC.BAT file. Add the following lines if they are not already present.
    [FONT=&quot]::: Prepare for Quagmire.[/FONT]
    [FONT=&quot]set QUAGMIRE=C:\Projects\TnT\Quagmire[/FONT]
    [FONT=&quot]path=%PATH%;%QUAGMIRE%\..\Tools[/FONT]
    The Quagmire environment variable must indicate the Quagmire directory from the Quagmire distribution package.
    ·Reboot your PC to make the changes to the AUTOEXEC file take effect.

    Instructions to Install the Quagmire VC Toolbar:
    ·Start VC6.
    ·Select: Menu: "Tools" / Item: "Customize..." / Tab: "Add-ins and Macro Files" / Button: "Browse...".
    ·In the resulting dialog box, change the "Files of type:" drop list to "Add-ins (.dll)". Navigate to the "C:\Projects\TnT\Tools" directory (or where ever the Quagmire distribution package's Tools directory has been placed). Select "VCQBar.dll" and press the Open button.
    ·You should now see a new toolbar looking something like this:

    If you learn how to customize toolbars, you can optionally rename the toolbar and expose the button text. We recommend that you leave all of the buttons on the toolbar they started on.


    The buttons have the following functions.
    ·Toggle iCL -- Activates/deactivates the iCL program which allows VC6 to compile for the N64 or PSX.
    ·Reboot DevKit -- For N64, initializes the SN Systems development cartridge and loads any data designated to reside on the development ROM. For PSX, resets the DevKit system.
    ·Launch Program -- Launch an N64/PSX application without the debugger.
    ·Debug Program -- Launch an N64/PSX application within the appropriate debugger.
    ·Attach Debugger -- Attempt to attach the N64 debugger to the current N64 process. (Does not work for PSX.)
    ·Edit in QuagWiz -- Edit the active project using the QuagWiz program. If you have recently added files or made other changes to the given project, you should (1) have the project checked out of Source Safe and/or (2) "Save Workspace" before starting the QuagWiz session.
    Note that if you are only doing PC development, you should only use/need the Edit In QuagWiz feature.

    Recommendations:
    ·In the VC6 environment, you should learn about customizing the toolbars. It is highly recommended that you place two controls on the toolbars which are visible during editing. Specifically, the controls which display and select the active project and the active configuration. Before compiling or launching programs from VC6, check that the active project and configuration are what you require.

    ·Learn to use the QuagWiz tool. You should always use it to perform the following tasks on Quagmire related projects:
    ·Creating a new project (.dsp).
    ·Editing include paths.
    ·Adding libraries to be linked in with applications.
    ·Adding configurations.
    ·Adding preprocessor definitions.


    For PC development:

    Requirements:
    ·All "general development requirements" apply.
    ·DirectX is used as the graphics library. (The current run time version of DirectX can be found in the Tools directory of the Quagmire distribution package.)
    ·3D accelerated video card and up-to-date drivers. Quagmire for the PC only supports hardware accelerated graphics at this time. Software rendering support is in progress.

    Installation:
    ·Install the DirectX drivers from the Tools directory.
    ·Test your DirectX and video card setup with the Boids program in the Tools directory.
    ·As a further test, start VC6, load the Demo01 workspace (in Demos\Demo01), select "Demo01 PC" as the active project, select "Win32 PC D3D Debug" as the active configuration, and press F5 (or choose the Build / Start Debugger / Go menu item). This should build Demo01 and launch it within the debugger. Press Escape to exit the program.


    For N64 development:

    Requirements:
    ·All "General development requirements" apply.
    ·SN Systems N64 development hardware including the development kit cartridge, internal SCSI card, and cable. (All needed software is included in the Quagmire distribution package.)
    ·Optional: Iguana's own "N64 client" cartridge, compatible SCSI card, and cable. The N64 client card can be used to create "viewers" and demos for the N64 which can be launched from a PC without needing a full development kit. (All needed software is included in the Quagmire distribution package.)
    ·Optional, but very strongly recommended: Memory expansion pak for all development N64 units.

    Installation:
    ·Install the SN Systems internal SCSI card. Note the IRQ, DMA channel, and card address. Connect card to the N64 development cartridge.
    ·Edit your CONFIG.SYS file. Add the following line:
    [FONT=&quot]shell=C:\Windows\Command.com /P /E:2048[/FONT]
    If you do not have a COMMAND.COM in the Windows directory, change the path appropriately.
    ·Edit your AUTOEXEC.BAT file. Add the following lines below the definition of the Quagmire environment variable.
    [FONT=&quot]::: Prepare for N64 development via TnT.[/FONT]
    [FONT=&quot]set N64=%QUAGMIRE%\3rdParty\N64[/FONT]
    [FONT=&quot]set N64_CARD=/a308 /i7 /d7[/FONT]
    [FONT=&quot]set PATH=%PATH%;%N64%[/FONT]
    The values used in the N64_CARD environment variable are the address, IRQ, and DMA channel used to access the SN Systems internal SCSI card. You may have to use different values to get everything working on your machine.
    ·Reboot your PC to make the changes to the AUTOEXEC and CONFIG files take effect.
    ·Make sure you have installed the Quagmire VC Toolbar.
    ·Click on the "Toggle iCL" button (and acknowledge the message box) until you receive the message "iCL activated."
    ·To test your N64 development environment...
    ·Start VC6. Load the Demo01 workspace. Select "Demo01 N64" as the active project and "Win32 N64 DevKit Debug" as the active configuration.
    ·Connect the power to the N64 development cartridge. The N64 should NOT be on at this point.
    ·Click on the Reboot DevKit button. Press the spacebar to dismiss the DOS Box after the reboot sequence is complete.
    ·Turn on the N64. You should see an iguana image on the television screen.
    ·Press F7 to compile.
    ·Click on the Launch Program button. The demo program should start on the N64.
    ·Press the spacebar to dismiss the DOS window. The N64 demo should keep running. Do NOT reset the N64.
    ·Click on the Attach Debugger button. The DOS N64 debugger should launch and attach to the demo running on the N64. You may need to dismiss some intro dialogs in the debugger.
    ·Press Alt-X to terminate the debug session.
    ·To test your N64 client card...
    ·Start VC6. Load the Demo01 workspace. Select "Demo01 N64" as the active project and "Win32 N64 Client Debug" as the active configuration.
    ·Turn on the N64 with the client card. You should see a blue screen with some text.
    ·Press F7 to compile.
    ·Click the "Launch Program" button. (By the way, you can't debug using the client card!) A DOS Box which functions as the "server" should appear and the program should start.
    ·Press the space bar to dismiss the "server" window.

    Notes:
    ·The N64 development tools use various DOS programs to access the SN Systems development cartridge. One of the programs is a TSR which cannot exist more than once simultaneously under Windows. If the TnT development tools suspect that you may be launching a second session, you will receive the message: "WARNING! Another DOS session may be using the N64 DevKit TSRs. Your system may crash if the TSRs are loaded again. Do you wish to proceed?". If you receive this message, make sure no other DOS window is serving the N64. If you are certain that no other N64 sessions exist, you may proceed. The mechanism for detecting an N64 session is fairly reliable, but it will occasionally be fooled and erroneously issue the warning.
    ·The DOS sessions which launch the N64 applications provide "server" functionality to the development cartridge. If you close the window which launched an N64 DevKit or Client program, and the program subsequently tries to access the PC's file system or print scrolling debug text, the program will hang.
    ·The DOS sessions which launch N64 programs also can display messages sent from the N64.
     
    Last edited by a moderator: Jun 23, 2006
  3. kammedo

    kammedo and the lost N64 Hardware Docs

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    Sounds great. Is there no version for the Indy Dev kit? I ask because if so i can test it for you (although im sure you would have it already odne ;P)
     
  4. peekb

    peekb Spirited Member

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    I'm not necessarily a N64 head, but I do have all of the req'd hardware and software listed...I'm definitely interested.
     
    Last edited: Jun 23, 2006
  5. madhatter256

    madhatter256 Illustrious Member

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    I would definitely like to tinker around with this. All you need is a PC to compile, and test the code. Getting all the neccesary hardware to test the code out on a n64 hardware is pretty tough to come by.
     
  6. SpriteKing

    SpriteKing Member

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    anyone know a n64 scener who can chime in?
     
  7. marshallh

    marshallh N64 Coder

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    Well, I am quite interested, as I've just recently started coding with the PsyQ devkit and my Doctor V64.

    It would be great if this was released to the N64 community - there aren't any code samples on Dextrose that actually use the sound APIs of the N64! (There are compiled demos that use LaCmod, but I haven't been able to get the source code for that either)
     
    Last edited: Jun 24, 2006
  8. jonwil

    jonwil Robust Member

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    Any progress on this?
    I too would love to see what a commercial quality Nintendo 64 game/engine actually looked like :)
     
  9. cdoty

    cdoty Gutsy Member

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    I released the source code to the N-64 version of Sporting Clays (http://releases.emuvibes.com/), which uses the Sound API (the osAI stuff anyway).
     
sonicdude10
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