QuakespasmNX - a better Quake port

I ported Quakespasm to the Switch. Why? Because it's better than NXQuake/TyrQuake and I'm too lazy to backport features from it into NXQuake.
Github repo: /fgsfdsfgs/QuakespasmNX
Latest version: 0.4.0 (Apr 20, 2021)
Download link: Github release page

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Some of the features of the port:
  • hardware-accelerated OpenGL-based rendering in 1280x720 and 1920x1080;
  • sound, including support for OGG and MP3 music tracks;
  • supports the Mission Packs and other mods compatible with Quakespasm (Quoth, Arcane Dimensions), with a simple mod selector menu;
  • analog controls and shit;
  • gyro aiming (thanks to falquinho for implementing this);
  • multiplayer support (I think);
  • most other features of Quakespasm, such as:
    • advanced renderer with cool stuff, such as colored lighting, fog, translucent water, high-res textures, model interpolation, etc;
    • scalable, optionally translucent HUD and menus;
    • music support, as mentioned earlier;
    • raised engine limits;
    • built-in controller support, which means I had to do basically nothing to make it work on the Switch.

To install it, just unzip quakespasmnx_v040.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/quakespasm/id1/. You can then run the game using the Homebrew Launcher. You can get pak0.pak from the Shareware Quake data files in this archive.
If you want to play Mission Pack 1, copy hipnotic/pak0.pak to /switch/quakespasm/hipnotic/ from your installation.
If you want to play Mission Pack 2, copy rogue/pak0.pak to /switch/quakespasm/rogue/ from your installation.
For any other mod, just copy its folder to /switch/quakespasm/.

Some notes:
  • if it crashes and exits back to HBL/Horizon silently, check /switch/quakespasm/error.log to find out what caused it;
  • music should be copied into a music subfolder inside of the appropriate game folder, and the tracks should be named track02.ogg - track11.ogg (or .mp3 if you're using MP3s), e.g.:
    • Quake music goes into /switch/quakespasm/id1/music/;
    • Mission Pack 1 music goes into /switch/quakespasm/hipnotic/music/.
  • some more complex mods, like Arcane Dimensions, will only work if you run Quakespasm in regular app mode (not from the Album), as they require more memory;
  • to enable texture filtering, change gl_texturemode in config.cfg to GL_LINEAR_MIPMAP_LINEAR;
  • to enable round particles, change r_particles in config.cfg to 1, 2 for square particles;
  • you can adjust analog and gyro sensitivity in Options -> Joystick Options;
  • to get out of the "Completed" intermission screen at the end of a map, press "jump" (LTRIGGER by default) a few times;
  • to input text in text fields and console, press Y, to delete text press X, to scroll the console use L and R;
  • mod selector can be accessed from the Options menu;
  • multiplayer was only tested between Switch and PC, use the IP shown in the Multiplayer -> TCP/IP menu to connect to your Switch;
  • read the original Quakespasm readme for more information;
  • if you have any suggestions or bug reports, please post them here or in the Github issues.

Credits:
  • Quakespasm was made by:
    • Ozkan
    • Eric
    • Sander
    • Stevenaaus
    • based on FitzQuake by Fitzgibbons
    • and probably others;
  • falquinho and Ch0wW for their contributions and testing;
  • fincs, Armada651, Subv and probably others for their work on the OpenGL/mesa/libdrm stuff;
  • id Software for Quake.
 

Attachments

  • quakespasmnx_v040.zip
    3.2 MB · Views: 146
Last edited by fgsfds,

eyeliner

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Good effort. You shall be praised as a Shub Niggurath minion by myself. Now I can quake all over myself wherever I am.

See? This is Homebrew at it's best. I can play my collection of Quake: The Offering (huge friggin' box that was) on my Switch.
Good thing I also purchased the collection on GOG, along with Quake II.
 
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eyeliner

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I wish someone could port Jazz Jack Rabbit 2 to switch one of my favorite game of all time. Why always quake,duke3d ports that are already ported to almost every system....
Because they were open sourced by the developer. That made things easier.

Now, Descent I and II, please.
 

Techjunky90

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I wish someone could port Jazz Jack Rabbit 2 to switch one of my favorite game of all time. Why always quake,duke3d ports that are already ported to almost every system....
because they are open source and work, jazz Jack rabbit 2 not so much.
 

Billy Acuña

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Does launching hbmenu itself as an nsp actually grant all subsequent homebrew the unlocked resources?
It only gives you the ability to use the HOME botton without killing proccess and gives you 3gb of RAM vs 300mb from the album applet.

Enviado desde mi LG-X240 mediante Tapatalk
 
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I wish someone could port Jazz Jack Rabbit 2 to switch one of my favorite game of all time.
I'm not trying to be rude here, but why don't you try doing it yourself? It's obvious that it's not high on the priority list for most devs here.
 

Risteing

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I just test this on 5.1.0 with ReiNX. Working great on my Switch, I'm really hope this got a Gyro Control update, that would be awesome.
 

Csmrcc

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can't find the nro in the zip package?
i think we have to build the .nro file, using the others in the download. In his GitHub are the instructions.


Does this port run well without launching it from the menu? i mean launching it from the album?
Thank you
 

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