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Quake 1 port for Apple Watch

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51–60 of 96 posts

Re: Quake 1 port for Apple Watch

#52

For those that prefer not to leave a mess on their file system, nor have default permissions changed and security degraded, nor have Google Analytics snooping on them, would prefer access to upwards of six times as many packages, would prefer an easy choice between binary install and full source build including dependencies built from source, and would prefer a more recent version (1.6 [1] https://www.macports.org/in…

> For those that prefer not to leave a mess on their file system ... innoextract has been available on MacPorts[1] since January 2019.

Speaking of making a mess, instead of somewhat vague sniping, you could have made it clear that your beef is with Homebrew, rather than risking the impression that it's with this neat Quake 1 port. Because at the moment you have the top rated comment and it looks like you're slagging off this project rather than making a potentially valid argument for Macports over Homebrew.

The project author probably chose Homebrew because they already knew how to use it, it works, and they were more interested in making their Quake port than with evaluating different package managers. People make these kinds of choices all the time, particularly with side projects where they only have limited time to work on them.

Re: Quake 1 port for Apple Watch

#53
post #48

This is so cute and cool! While I don't know, whether I want to play long Quake sessions on my watch, it shows that the Apple watch is a quite powerful compute device. Actually, it should be more powerful than most workstations of the 90ies, as it has a dual-core 64bit Processor. It also shows, how much the watch and some other Apple devices are held back by the software restrictions. Basically any software released…

TBH I would say in the case of the watch, it's held back much more by energy budgets than software; the software is just enforcing that. It's cute that you can run Quake on it, but for how long before it killed the battery? 20 mins? You can see Apple pushing the bounds of what it can get away with and still maintain acceptable battery life from generation to generation.

Re: Quake 1 port for Apple Watch

#55
post #45

Quake 1 was roughly 80mb once installed. Why this version is taking 1gb?

looks like music (.wav) files...?

from the github:

  > Extract game music from the gog game files:
    bchunk -w “game.gog file location” “game.cue file location” track

    (Music tracks will extract in to current working directory (track02 -track11.wav).)

Re: Quake 1 port for Apple Watch

#56
post #2

Quake 1 port for Apple Watches that uses software rendering and has mostly working audio playback. Runs shareware and registered versions of the game with optional “cd” audio. https://www.youtube.com/watch?v=89TAt72eYt4 (Series 5 gameplay video) This port started from the original Quake Watch port by Tomas "MyOwnClone" Vymazal. Changes by ByteOverlord: Save and load game on watchOS Music playback ("cd" audio) Camera…

Wow! How long does battery life last while playing?

Not yet tested. Will inform if there is time to test.

Re: Quake 1 port for Apple Watch

#58

I'm so thoroughly impressed with the speed!

Serious question - why? Quake 1 is 25 years old game. It ran good on first Pentium. Apple Watch CPU is much more powerful. I’m not saying it’s not cool. But it should be fast.

Because the source code was published years ago, giving more life to the game.

This is the power of Open Source.

Re: Quake 1 port for Apple Watch

#60
post #45

Quake 1 was roughly 80mb once installed. Why this version is taking 1gb?

looks like music (.wav) files...? from the github: > Extract game music from the gog game files: bchunk -w “game.gog file location” “game.cue file location” track (Music tracks will extract in to current working directory (track02 -track11.wav).)

Original soundtrack was streamed from the CD. Seems like compressing to mp3 would be a big help
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