Link to the video showing Quake running: https://www.youtube.com/watch?v=hVnfwzxTJ00
Impressive memory optimizations. Streaming out converted pixel values was a neat way of pulling off the "framebuffer" without having enough memory for storing all the 16 bit values. Solid engineering.
A more detailed article here: https://next-hack.com/index.php/2024/09/22/quake-port-to-spa...
what's with the website load time? like individual elements on this page taking multiple seconds to show. is it not 2024 yet?
A great achievement, given the hardware.
Quake will probably run at 60 FPS on RP2350. Double buffered and with full sound quality. But it's nowhere near as hard to achieve it as on Arduino Nano Matter board. RP2350 got 520 kB RAM, dual core Cortex M33 and can run even at 300 MHz (150 MHz nominal).
The real hackery is the port for GBA mentioned in the article (running on 16.7MHz): https://www.xda-developers.com/how-quake-ported-game-boy-adv...
This is witchcraft...
The game is not running from RAM, it is running from Flash ROM. This means that code and static data can be placed on ROM rather than in RAM.
This is comparable to the GBA, which has 384KB of total RAM, and a ROM cartridge slot for storing the game code and data. But the GBA is only 16MHz, the EFR32MG24 system used for this project is overclocked to 136.5MHz.