by mh » Thu Apr 21, 2011 10:39 pm
Quake II was ported to the PS1 and while it's data sets are admittedly larger the same core problems remain. Sheer lack of memory caused the maps to be quite severely partitioned, with even something as small and simple as base1 needing several extended dog-leg corridors linking areas (with long loading times as you move from one to the other - dual speed CD-ROM - oh yes!) If memory serves it didn't even have an FPU. Think of the heroic effort required to get Quake running on the PSP; in terms of basic spec and performance the PSP is several generational leaps ahead of the PS1.
Not only would you need to completely rewrite the engine, you'd also need to completely rebuild the data and severely compress everything. A progs.dat, some basic MDLs and a small map are more than sufficient to exhaust that 2MB of main memory.
For a comparitive and relevant example, look what needed to be done to get Quake running on the Sega Saturn. A completely different engine was needed, huge simplification of architecture, including blocking off some areas to get visibility down even further. Massive reduction in effects. Even when porting to the N64 a lot of reduction and simplification was needed, and not all of that due to the limitations of cartridge space.
So no, Quake on the PS1 - while it certainly could be done - is not going to be done unless an absolute enthusiast for the platform is prepared to put a lot of effort into it.