by mh » Mon Aug 22, 2011 11:05 pm
It'll work fine in DP because DP has an extended protocol that can handle the extra frames, as well as more mature memory management. Those problems just don't exist with it.
If you're not worried about compatibility then go extend the protocol yourself. Change those MSG_ReadByte/MSG_WriteByte calls to MSG_ReadShort/MSG_WriteShort. If you do, be sure to also change the value of PROTOCOL_VERSION. I'd suggest picking a really high number - something over 100,000,000 - so as to not conflict with other protocols out there.
It's a long long long time since I worked with the standard GLQuake model loader so I've no idea what it's like memory-wise (aside from the fact that it has high overhead when building those horrible strips and fans), but it wouldn't surprise me if it did have built-in assumptions about max frames. I posted a tutorial some time ago with a better MDL loader/renderer/in-memory format, you can still find it here: . It should also draw them faster (but maybe not on the PSP if indexed vertex arrays aren't it's thing) and is much more memory-efficient. It does assume a standard unmodified GLQuake though.