short : Amiga port of WinQuake v1.09 author : email@example.com (NovaCoder) uploader : novacoder yahoo co uk (NovaCoder) type : game/shoot version : 1.22 architecture : m68k-amigaos >= 3.1.0 distribution : Aminet kurz : Amiga Portierung von WinQuake v1.09 Filetype : application/x-lzh-compressed Size : 253.85K Date : 13-Dec-18 Download : 💾 https://de3.aminet.net/game/shoot/AmiQuake.lha
Overview: Port of WinQuake which is the "official" source port of Quake to AmigaOS. Requirements: 1) An AGA Amiga 2) A fast 68060 processor 3) 32MB of FASTRAM 4) The original game or demo Features: 1) 256 color double buffered AGA graphics 2) Mouse wheel support 3) Native Paula 8 bit stereo sound Configuration Options: There are a few Tooltypes to play with. 1) DISPLAY_TYPE: PAL or NTSC 2) CLOSE_WB: Close the Workbench (3.1 ROMS recommended) 3) nosound: Disable sound 4) rougue: Use the offical Quake TC 5) hipnotic: Use the offical Quake TC 6) game: Use the specified TC Mouse interpolation is now enabled by default (console command 'm_filter'). Free mouse look is now enabled by default (console command '+mlook'). The maximum number of particles that can be used is now configurable (console command 'r_maxparticles'), this can be from as low as 8 particles up to a maximum of 2048 particles. You must run AmiQuake from the WB, running from the Shell is not supported. You must specify a stack of at least 300,000 (some Total Conversions may need even more). Any errors *should* be written to a file called 'ERROR.TXT' in the game directory. Performance Considerations: 1) If you have a Blizzard you should really be using BlizKick to get most speed out of your Amiga, Apollo users should be using RemApollo. 2) Install HSMathLibs. 3) Fast File System is actually really slow, use PFS3 instead. Limitations: 1) No network support 2) No hardware 3D support 3) No RTG support Links: http://eab.abime.net/showthread.php?t=64697 (AmiQuake thread on EAB) http://quake.wikia.com/wiki/WinQuake (WinQuake Wiki page) Thanks and acknowledgments: The EAB beta testers, Peter McGavin for the starting point and John Selck for the assembler routines.