This was mostly a thing I wanted to make out of curiosity, since it was for an essay project. There was already a Quake 3 port for the PSP made by Crow-bar, which hasn't been updated in 15 years. Despite the long gap that it missed in the Homebrew development scene, I want to come clear and say that I didn't plan in fixing their port because per-my rule, unless I'm being asked by the official authors, I'm not gonna add slop to their codebase. I did take some very good things out of it, which helped me greatly with my port. Just as if it wasn't clear, AI has been used in this project. But everything has been tested on real hardware.
Now that I came clean, what's the point of this port if there was already one?
My primary goal was to provide a new Quake 3 port that can be easily compiled with modern toolchains. But at the same time, make it a bit easier to maintain. Compared to Crow-Bar's, this port also has the online fully working (note: their port still connected online but you needed to place the IP in the autoexec), as well as taking more advantage of the console and adding a few more aggressive cvars, thus achieving, with a 333 MHz clock speed, a median of 30 FPS on the benchmark demo. (still 30 in-game, though) Be aware that this is still a work in progress and I plan on polishing it further in the future.
Now, another addition is that the latest Ark does support overclocking, and Quake 3 does take great benefit of it.
Funny datas:
Installation
Place pak0-8 in /PSP/GAME/QUAKE3/baseq3/ from your own Quake III Arena copy.
Installation
Quake III Arena
Place pak0-8 inside /PSP/GAME/QUAKE3/baseq3/ from your own Quake III Arena copy.
Open Arena
Place all the pak files in/PSP/GAME/OPENARENA/baseoa/ from your own Open Arena copy.
Team Arena
Place pak0-3 in /PSP/GAME/TEAMARENA/missionpack/ from your own Team Arena copy. You also need to install Quake III Arena following its instructions
Known limits
You use the stick to aim, and Triangle/Square/Circle/Cross to move. L to jump and R to shoot. Left and right are next/previous weapon. Down to crouch, Start to pause and Select to check the scoreboard.
It doesn't work with PSP 1000/FAT or PPSSPP. Untested on Adrenaline since there's VitaQuakeIII over there.
Get it here
More funny screens:
Pre-1.5 just for jiggles:
Now that I came clean, what's the point of this port if there was already one?
My primary goal was to provide a new Quake 3 port that can be easily compiled with modern toolchains. But at the same time, make it a bit easier to maintain. Compared to Crow-Bar's, this port also has the online fully working (note: their port still connected online but you needed to place the IP in the autoexec), as well as taking more advantage of the console and adding a few more aggressive cvars, thus achieving, with a 333 MHz clock speed, a median of 30 FPS on the benchmark demo. (still 30 in-game, though) Be aware that this is still a work in progress and I plan on polishing it further in the future.
Now, another addition is that the latest Ark does support overclocking, and Quake 3 does take great benefit of it.
Funny datas:
Installation
Place pak0-8 in /PSP/GAME/QUAKE3/baseq3/ from your own Quake III Arena copy.
Installation
Quake III Arena
Place pak0-8 inside /PSP/GAME/QUAKE3/baseq3/ from your own Quake III Arena copy.
Open Arena
Place all the pak files in/PSP/GAME/OPENARENA/baseoa/ from your own Open Arena copy.
Team Arena
Place pak0-3 in /PSP/GAME/TEAMARENA/missionpack/ from your own Team Arena copy. You also need to install Quake III Arena following its instructions
Known limits
- Limited mod support
You use the stick to aim, and Triangle/Square/Circle/Cross to move. L to jump and R to shoot. Left and right are next/previous weapon. Down to crouch, Start to pause and Select to check the scoreboard.
It doesn't work with PSP 1000/FAT or PPSSPP. Untested on Adrenaline since there's VitaQuakeIII over there.
Get it here
More funny screens:
Pre-1.5 just for jiggles:
Last edited by Mayo1990,








