Homebrew WIP NXQuake - a Quake port

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fgsfds

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I ported TyrQuake to the Switch. I know that TyrQuake is also available as a libretro core, but that doesn't seem to have been ported to RetroNX yet and is also a bit lacking in terms of features.
Github repo: /fgsfdsfgs/nxquake
Latest version: 0.2.0 (Sep 15, 2018)

2018091517130400-DB1426D1DFD034027CECDE9C2DD914B8.jpg

Some of the features of the port:
  • hardware-accelerated OpenGL ES2-based rendering in 1280x720;
  • sound (but no music yet);
  • supports the Mission Packs and other mods compatible with vanilla Quake, with a simple mod selector menu;
  • analog controls and shit.

To install it, just unzip nxquake_020.zip to the root of your SD card, then copy pak0.pak and (optionally, if you have the full version of Quake) pak1.pak from your Quake installation to /switch/nxquake/id1/. You can then run the game using the Homebrew Launcher. You can get pak0.pak from the Shareware Quake data files in shareware.zip attached to this message.
If you want to play Mission Pack 1, copy hipnotic/pak0.pak to /switch/nxquake/hipnotic/ from your installation.
If you want to play Mission Pack 2, copy rogue/pak0.pak to /switch/nxquake/rogue/ from your installation.
For any other mod, just copy its folder to /switch/nxquake/.

Some notes:
  • if it crashes and exits back to HBL/Horizon silently, check /switch/nxquake/error.log to find out what caused it;
  • for whatever reason after you select a mod in the mod menu the game will hang for like 5 seconds before loading the first demo;
  • better exit the game using the Quit option in the menu, don't just press the Home button, use Y to confirm the exit prompt;
  • multiplayer doesn't work yet, but probably will be added later;
  • port is pretty barebones, so if you have any suggestions, please post them here or in the Github issues.

Credits:
  • Kevin Shanahan (aka Tyrann) for TyrQuake;
  • Rinnegatamante for some input-related code I copypasted from vitaQuake;
  • some nice people from the ReiSwitched Discord for testing (especially Drakia, Crusatyr and Patrick);
  • id Software for Quake.
 

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Last edited by fgsfds,
While TyrQuake has raised engine limits, it probably doesn't support Arcane Dimensions. Something like Quakespasm is required for that, and that port only has an OpenGL renderer. You're welcome to try though.
As for other custom maps, you can select the mod folder, but you can't select individual maps. You can pack whatever maps you want into a mod and run them that way though. The port probably only supports vanilla-compatible maps.
 
Good job with this, works a treat right out of the box. OGG support aside, this is already as good as it can be.
 
The Quake 2 port will support OGG music out of the box, since Yamagi Quake 2 can do that. I will probably backport OGG support to nxquake later.
 
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That is more difficult to implement than in Quake 1, since it requires either an ability to load dynamic libraries or having a separate build of the game for each mission pack or mod.
 
I have attached an icon to this post. Use NRO Asset Editor to apply the icon to the .nro file. I did not make this icon, but it is already the correct format. The background will be black on an actual Switch.
 

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It works fine, start, playing, graphics and sound, saving and loading and exiting. On switch sx 5.1.
It's just missed the music, would be great to have it, thank you!
 
Besides the music problem When I start it up it makes a buzzing sound locks up for second than plays fine
 

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