by mh » Tue May 01, 2012 11:33 pm
Coding, and building, to this kind of spec worked for the original Quake, but that's more or less the kind of limit you need to set.
Legality aside (and despite the legality issues it's still interesting to talk about this kind of thing in more general terms), where PSP ports go wrong is that they start out quite ambitious and then hit a wall. Not only is the hardware spec too restrictive for those ambitions, but the capabilities of the Quake engine, Quake tools, Quake formats and other Quake-level technologies are too restrictive and too primitive. There's a reason why Quake's original hardware requirements were so low, and that reason is because it couldn't really do much and what it could do involved compromises and tradeoffs to fit into those low requirements. So the appeal of Quake as a modding platform for something (and I'm talking in general terms here, not just PSP-specific) with such a low spec is only valid if one is willing to work within those limits.
People often seem to choose Quake as a platform out of an impression of simplicity, low requirements and a large body of community work to draw on, but Quake is really unsuitable for what they actually want to do. Something like Q3A would be much better, for example (and Q3A did run in 32mb of memory on the PS2 so it's not that far-fetched).