fgsfdsfgs has ported Quakespasm to the Nintendo Switch:

I ported Quakespasm to the Switch. Why? Because it's better than NXQuake/TyrQuake and I'm too lazy to backport features from it into NXQuake.

Some of the features of the port:

hardware-accelerated OpenGL 2.x-based rendering in 1280x720;
sound, including support for OGG and MP3 music tracks;
supports the Mission Packs and other mods compatible with Quakespasm (Quoth, Arcane Dimensions), with a simple mod selector menu;
analog controls and $#@!;
most other features of Quakespasm, such as:
advanced renderer with cool stuff, such as colored lighting, fog, translucent water, high-res textures, model interpolation, etc;
scalable, optionally translucent HUD and menus;
music support, as mentioned earlier;
raised engine limits;
built-in controller support, which means I had to do basically nothing to make it work on the Switch.


To install it, just unzip quakespasmnx_v010.zip to the root of your SD card, then copy pak0.pak and (optionally, if you have the full version of Quake) pak1.pak from your Quake installation to /switch/quakespasm/id1/. You can then run the game using the Homebrew Launcher. You can get pak0.pak from the Shareware Quake data files in this archive.
If you want to play Mission Pack 1, copy hipnotic/pak0.pak to /switch/quakespasm/hipnotic/ from your installation.
If you want to play Mission Pack 2, copy rogue/pak0.pak to /switch/quakespasm/rogue/ from your installation.
For any other mod, just copy its folder to /switch/quakespasm/.

download https://github.com/fgsfdsfgs/QuakespasmNX

via https://www.nintendomax.com/viewtopi...286ec496266a8e