Announcement

Collapse
No announcement yet.

Quakeworld Port for the PSP?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Quakeworld Port for the PSP?

    Hi, I just wanted to know if it's possible to port Quakeworld to the PSP. I'm guessing it requires higher specs to accomplish this, but the PSP can do a LOT of things, despite its 64 MB of ram and 333 MHz Processor. Heck, it has a quake 2 port that runs full speed for the most part, a slow but working quake 3 port, a pretty damn good N64 Emulator, and there's more where that came from. If all of the above can work on the PSP, why isn't there a port of quakeworld yet? If there is a QW port, what's it called and where can I find it?

    Thanks,
    - Jastolze

  • #2
    Originally posted by jastolze View Post
    Hi, I just wanted to know if it's possible to port Quakeworld to the PSP. I'm guessing it requires higher specs to accomplish this, but the PSP can do a LOT of things, despite its 64 MB of ram and 333 MHz Processor. Heck, it has a quake 2 port that runs full speed for the most part, a slow but working quake 3 port, a pretty damn good N64 Emulator, and there's more where that came from. If all of the above can work on the PSP, why isn't there a port of quakeworld yet? If there is a QW port, what's it called and where can I find it?

    Thanks,
    - Jastolze
    There isn't a Quakeworld port for the PSP because no one has done one. There isn't anything to prevent someone from making one, except learning engine coding and making the investment in time and effort.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #3
      Originally posted by Baker View Post
      There isn't a Quakeworld port for the PSP because no one has done one. There isn't anything to prevent someone from making one, except learning engine coding and making the investment in time and effort.
      Okay, so it's possible? That's good to hear. About how much work would it take to port something like this?

      Comment


      • #4
        quakeworld, at the system level, is not too fundamentally different from regular quake.
        the biggest difference is the system-level netcode which is different enough that you'd actually take some time reimplementing it, but shouldn't be *too* hard given an already-working nq codebase.
        The biggest difference is in player skins, and all I can say to that is gl_nocolours 1.

        It should not be too taxing to port the relevent bits over for someone relatively competent and familiar with quake.

        Personally I disagree with coding for/promoting any platform that requires hacks (and thus continued maintainence to keep it running - I've enough bitrot as it is), or with devices by companies that release rootkits/malware. Although not everyone has such moralities or bias (depending on how you see it).
        If you do want to do it yourself, I'd suggest to use either fodquake(which has some decent/clean system-level abstraction) or zquake(which has a working server, and slightly closer-to-vanilla code) as a base. FTE (my own engine) and ezQuake both have larger codebases (read: more unlike existing psp quake ports) and higher memory requirements, so both of those would take more time to port.
        Some Game Thing

        Comment

        Working...
        X