![]() ![]() The EWRAM was used for storing the output of the 3D math transformation logic which was basically the list of polygon edges that were then traced out scanline-by-scanline by the rasterization code.Īs Linden tells me, the most complex and difficult part of the entire port was the scanline renderer. This means that while EWRAM is slower to access, Thumb instructions being efficient can often still end up just as fast as ARM instructions stored in IWRAM, though the downside of Thumb instructions is that sometimes there isn't quite the Thumb equivalent of an ARM instruction you want to execute. They have all the benefits of 32-bit instructions without taking up as much space, making them efficient for optimized development. Thumb instructions are a subset of 32-bit ARM instructions, and are a set of instructions encoded into 16-bit words. This port has no official relation to id Software or ZeniMax and was developed as a solo project by Linden. ![]() We would also like to thank Modern Vintage Gamer for allowing us to use any stills from his video that were needed. We would like to thank Randy Linden for dedicating time to answering our questions and ensuring the technical accuracy of this article. Forest of Illusion is a project aimed at preserving the history of Nintendo's games, and Linden reached out in order to distribute the copy of the Quake port he found on a 256MB flash card in his possession. This port has come to light thanks to Linden's own release of it through the Forest of Illusion project. Linden's development proficiency proved that if anyone was going to be able to make Quake on the Game Boy Advance a reality, it was probably him. If you're unfamiliar with Linden, he's best known for being the developer of both bleem! (a PlayStation emulator) and the SNES port of DOOM, an accomplishment that John Romero, co-founder of id Software, once said in an interview with Shacknews he didn't think was possible.
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