Since my ioQuake3-Wii and my ioQuake3-PS3 ports are in a pretty good shape, my latest release is a PS4 port of said game. Like others, It's perfectly capable of crossplaying with other Quake 3 Arena clients. Like the PS3 client, it also has on-screen-keyboard support. Like my other Quake3 ports, community devkits (in this case OpenOrbis + Piglet) as well as AI has been used to speed up the porting process. Especially for the rendering side.
AI has been used to assist me in this project due to lack of time. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made.
Users will need to provide libSceShaccVSH.sprx and libScePigletv2VSH.sprx and place both in /data/self/system/common/lib/ in your PS4. You will also need the Quake3 Arena files you get from your own copies, and you must place the .pak files on /data/ioq3/ in your console.
You can open the console in-game with L1 + Touchpad and the chat with R1+Touchpad. (It will bring the keyboard but the button combo will either send the command on console, or chat, depending on your L/R press)
MAIN FEATURES:
Latest release
TODO:
RELATED PROJECTS:
ioQuake3-Wii
ioQuake3-PS3
ioQuake3-One
AI has been used to assist me in this project due to lack of time. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made.
Hardened code's skill module is mandatory. Without it, AI will hallucinate a lot and will either introduce issues or regressions.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
Since this is the most stable port so far, most of its changes were backported to my other ports.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
Since this is the most stable port so far, most of its changes were backported to my other ports.
Users will need to provide libSceShaccVSH.sprx and libScePigletv2VSH.sprx and place both in /data/self/system/common/lib/ in your PS4. You will also need the Quake3 Arena files you get from your own copies, and you must place the .pak files on /data/ioq3/ in your console.
You can open the console in-game with L1 + Touchpad and the chat with R1+Touchpad. (It will bring the keyboard but the button combo will either send the command on console, or chat, depending on your L/R press)
MAIN FEATURES:
- Touchpad aim (Enable with L3+Touchpad)
- Name is taken from the console's Username on boot
- Lightbar will pulse when below 50% health
- Rumble support (enable/disable with L3+R3)
- Mod support
- Standalone Open Arena and Team Arena support
Latest release
TODO:
- TA/OA bugfixes
RELATED PROJECTS:
ioQuake3-Wii
ioQuake3-PS3
ioQuake3-One
Last edited by Mayo1990,








