Live data from Hacker News

Quake 1 port for Apple Watch

github.com

91–96 of 96 posts

Re: Quake 1 port for Apple Watch

#91

Reminds me of when I got GTA 3 working on an Android watch. Here's s video of it in action: https://twitter.com/Martin_Adams/status/860604357028577282?s...

You mean you managed to install the Official Android port of gta 3 on an Android device? How much actual coding did this involve?

Re: Quake 1 port for Apple Watch

#92
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…

How long can I go before I have to rebuild the app to my watch?

This is one of those things I'd love to install and play around with like, twice a year, but I suspect I have to reinstall it every 7 days to keep it working unless I pay an Apple dev tax.

Re: Quake 1 port for Apple Watch

#93

Nice work! How about Quake on Amazon Echo + Alexa? Build it like a Text Adventure but use NLP + Computer Vision to describe the scene and you shoot and move by describing what you want. Great for people with poor vision or has a nostalgia for the 80s.

It makes me think that doing Zork on an Alexa shouldn't be tremendously hard.

I don't know diddly-squat about programming for Alexas, but if my local TV station can do it, anyone probably can.

Re: Quake 1 port for Apple Watch

#95
post #73

Earlier quoted context omitted.

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

Decoding would probably be an issue. It’s already on the cusp with the current audio files, mP3s would probably throw it over the edge.

Assuming for the sake of argument that playing back mp3s during gameplay is beyond this device, resampling the wav files to halve the sampling rate when extracting them certainly isn't. You'd get half the storage back, the audio presumably wouldn't suck any worse than it already does on that little device, and it should all work since the 44.1Khz sampling rate isn't baked into the wav file standard (but who cares, you've got the Quake source code anyhow).

It'd be an interesting exercise to see how much you could lower the sample rate without it sucking. On second thought, you could convert stereo to mono first, without even worrying about the sampling rate, and get half the space back. But I'm sure you could do more.

Re: Quake 1 port for Apple Watch

#96

Earlier quoted context omitted.

It's not using the Quake engine, or it wouldn't be running at 30 fps on current hardware. It's probably Unity or something more modern and bloated.

If the parent comment meant HROT, it’s using a custom engine written in Pascal.

Yeah, that's the one. Custom engine in Pascal. Now, where did I get this Quake engine idea from.

Thanks anyway

Post reply on HN