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

2018091704404200-DB1426D1DFD034027CECDE9C2DD914B8.jpg


2018091704382700-DB1426D1DFD034027CECDE9C2DD914B8.jpg


2018091704124800-DB1426D1DFD034027CECDE9C2DD914B8.jpg

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,

Purple_Shyguy

Well-Known Member
Member
Joined
Nov 8, 2008
Messages
2,356
Trophies
2
Age
33
Location
Republic of Ireland
XP
4,772
Country
This homebrew doesn't appear in the TS OX homebrew menu. Weird. I have to launch it from the hbmenu menu. No big deal just unusual.

Do you have to launch this docked to get the 1080p option cus all im getting is 720p option.
It's the first time I've played Quake and im absolutely loving it.
 
Last edited by Purple_Shyguy,

fgsfds

Well-Known Member
OP
Member
Joined
Aug 28, 2018
Messages
445
Trophies
0
Age
123
XP
3,346
Country
Russia
1080p is not supported in v0.1.0. You have to build the latest Github source for that.
I think you can find the music pack separately on the game's Steam Community forum.
Edit: this guide contains the download links https://steamcommunity.com/sharedfiles/filedetails/?id=119489135
It is possible to edit textures. Look for a guide elsewhere, like on Quaddicted.
 
Last edited by fgsfds,
  • Like
Reactions: lordelan and Csmrcc

Csmrcc

Well-Known Member
Member
Joined
Sep 13, 2018
Messages
412
Trophies
0
Age
37
XP
905
Country
Spain
I'm pretty sure I had attached the release zip with an NRO when creating the thread. In any case, you can always download the latest build at https://github.com/fgsfdsfgs/QuakespasmNX/releases
Thank you for indicating the .nro file, i didnt found it.

Testes on SX 5.1, all works fine: playing, saving and loading, graphic effects, quitting and music.
Would be possible another port for quake 2 too? with mission packs avaliable for example?

Thank you!
 

fgsfds

Well-Known Member
OP
Member
Joined
Aug 28, 2018
Messages
445
Trophies
0
Age
123
XP
3,346
Country
Russia
Sounds like exFAT corruption to me. Make sure you quit the game using the Quit option in the main menu and not by home button press to avoid it.
 

TacoDeBoss

New Member
Newbie
Joined
Sep 8, 2018
Messages
4
Trophies
0
Age
24
XP
60
Country
United States
Am I the only one getting some framerate dips on this one? Pretty bad too, into the 20s sometimes with lighting effects from the nailgun.
EDIT: I might just be perceiving the small shaking when firing as framerate dips. I did get some legit dips on the difficulty selection map though, just walking around.
EDIT 2: Disabling r_dynamic fixes the FPS drops.
 
Last edited by TacoDeBoss,

fgsfds

Well-Known Member
OP
Member
Joined
Aug 28, 2018
Messages
445
Trophies
0
Age
123
XP
3,346
Country
Russia
That's interesting, dynamic lights shouldn't really affect performance that much. Maybe rebuilding the game with latest libdrm and mesa would help.

I'll test the save thing later, pretty sure I have done that without problem before.
 

ole

Well-Known Member
Newcomer
Joined
Apr 12, 2015
Messages
76
Trophies
0
Age
39
XP
356
Country
Norway
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....

A bit of topic here, but couldn't you run that game in Retroarch dosbox core?
 

fgsfds

Well-Known Member
OP
Member
Joined
Aug 28, 2018
Messages
445
Trophies
0
Age
123
XP
3,346
Country
Russia
JJ2 is a Windows game, so no. I would port it myself if source code was available, but it is not. There are only incomplete open source remakes.
People port whatever is possible to port, and "possible to port" usually means that at least the source code is available.
 
  • Like
Reactions: lordelan

ole

Well-Known Member
Newcomer
Joined
Apr 12, 2015
Messages
76
Trophies
0
Age
39
XP
356
Country
Norway
JJ2 is a Windows game, so no. I would port it myself if source code was available, but it is not. There are only incomplete open source remakes.
People port whatever is possible to port, and "possible to port" usually means that at least the source code is available.

Hmm, just the first hits on Google showing jazz king rabbit 2 running on dosbox turbo on android. But I haven't done any more research.
 

fgsfds

Well-Known Member
OP
Member
Joined
Aug 28, 2018
Messages
445
Trophies
0
Age
123
XP
3,346
Country
Russia
Are you sure you're not confusing it with JJ1, which is a DOS game?
While it is probably possible to run JJ2 under Win95 or Win98 in DosBox, the experience would not be very pleasant.
 

ole

Well-Known Member
Newcomer
Joined
Apr 12, 2015
Messages
76
Trophies
0
Age
39
XP
356
Country
Norway
Are you sure you're not confusing it with JJ1, which is a DOS game?
While it is probably possible to run JJ2 under Win95 or Win98 in DosBox, the experience would not be very pleasant.

Probably through windows in dosbox then.

No they say JJ2.
One is using exogear and the other is using dosbox.

http://lmgtfy.com/?q=Jazz+king+rabbit+2+android ( No disrespect using that url, just easier to share that link instead of linking to a locale based google search )
 

fgsfds

Well-Known Member
OP
Member
Joined
Aug 28, 2018
Messages
445
Trophies
0
Age
123
XP
3,346
Country
Russia
Yeah, that's running under Win95 under DOSBox. That's not the best way to run things to put it mildly.
 
Last edited by fgsfds,

fgsfds

Well-Known Member
OP
Member
Joined
Aug 28, 2018
Messages
445
Trophies
0
Age
123
XP
3,346
Country
Russia
Their JJ2 implementation is unfinished. JJ1 is playable though, I think someone already ported it a while ago?
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    The Real Jdbye @ The Real Jdbye: or fucking Clu Clu Land for that matter