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Thread: QuakePSP V0.4

                  
   
  1. #1
    Won Hung Lo wraggster's Avatar
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    Thumbs up QuakePSP V0.4

    <a href="http://home.comcast.net/~shernandez1337/">PacManFan</a> has released a new version of his Quake Port to the PSP, heres whats new:

    <BLOCKQUOTE>V.04
    Well, it's been about a month since I release the last version of Quake, Since that time, I've been busy working on other projects (PSPSOne), however, I wanted to re-visit Quake and fix some of the more glaring issues. In this release, the major crash bug has been fixed. I've played through the first 5 levels with no problems. The framerate is improved because I've set the CPU frequency to be 333mhz. I've also fixed a few othe small issues. No sound or network support yet, I'll have to come back to those later. Enjoy!</BLOCKQUOTE>

    Download Here --> http://psp-news.dcemu.co.uk/quakepsp.shtml

  2. #2
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    Agh! I get a "corrupted data" message on my 1.0 PSP.

  3. #3

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    I'll test this out later today. I really want sound support on this!! And then network!!

  4. #4
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    Quote Originally Posted by dienamite
    Agh! I get a "corrupted data" message on my 1.0 PSP.
    I experimented a little and found that you can convert the 1.5 files to 1.0 quite easily.

    1) Download and install PBP unpacker ( http://www.pdc.me.uk/pbp/ )

    2) Unpack the PSP-Quake zip file ( http://home.comcast.net/~shernandez1337/ ) on your computer.

    3) Open the smaller EBOOT.PBP file (it's in the "QUAKE-PSP%" directory) in PBP Unpacker.

    4) Extract all the files in the EBOOT.PBP file somewhere.

    5) In PBP Unpacker select the "NEW" button.

    6) Add the previously unpacked PARAM.SFO, ICON0.PNG and PIC1.PNG files to the new file. Finally add a "DATA.PSP" file and select the larger of the two original EBOOT.PBP files. (The one in the "QUAKE-PSP" dir not ending with "%"). Note that these PNG files will be "incorrect" now and actually show graphics for the launcher and not for PSP-QUAKE, I recon this is a matter of some Photoshopping and replacing.

    7) Save the file and copy it to the QUAKE-PSP dir on your PSP replacing the old file. (You can remove the "PSP-QUAKE%" dir from the PSP if you have it.)

    8) Have fun!

  5. #5

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    PSPbrew and SEI do that much easier

  6. #6
    DCEmu Regular rmedtx's Avatar
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    Does this Quake port run mods?

  7. #7

    Thumbs up My thoughts...

    Quake on PSP... it's phenomenal, amazing, incredible!! I can get it to run just fine on my PSP... however there are problems. Keep in mind these are NOT complaints, merely wishful thinking towards a future release.

    * What's up with the jump? First off, we don't jump as high as the original Quake... this is evident in the very first level of the first episode. After going down the ramp where the lights come on one at a time when you get close and have to push in the buttons (says "2 more to go..." etc..) there's a way to jump on top of the light then run along the top of the button stand and jump up into that room up there... and there's a big health thing in there too. But in this version, we can't jump high enough to get on the light in the first place. So... The JUMP HEIGHT needs fixed

    * Why can't we use the analog nub to look up and down and turn left and right? Have it on Auto-Run and use L to move forward. Use the D-Pad to change weapons and move back (down). Use R for fire, Square & Circle for sidestep. I think that'd be an amazing control config. So... Analog Nub needs to be FREELOOK, L = Forward, D-Pad = change weap & down = move back

    * Sound Sound and More Sound... Someone needs to rip the tracks from the original Quake CD and put them in whichever format is best (mp3, etc..) and have music back in Quake. (That NIN soundtrack is awesome!) I wouldn't think that'd be very hard. And we desperately need the SoundFX. The ambience and atmosphere of quake are just not even remotely the same without soundFX and music. So.. Music (Original Quake CD Soundtrack by NIN) & SoundFX

    * Networking. We need ad-hoc & infrastructure. Like up to 8 PSPs in the same room or connect to the 'net and join any PSP specific Quake servers. So... Multiple Network Options

    I'm very excited about seeing Quake on my PSP. I just pray that it retains all the components that made it so revolutionary to begin with. Thank you PacManFan and please keep these requests in mind. I know your busy with the PSPS1 thing... but that can wait LOL Get the world playing internet Quake and then you'll have all the support you need to finish your PSPS1 project!

    Have a good one guys!

  8. #8
    DCEmu Rookie bill00000's Avatar
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    Quote Originally Posted by infamousdevil

    * Why can't we use the analog nub to look up and down and turn left and right? Have it on Auto-Run and use L to move forward. Use the D-Pad to change weapons and move back (down). Use R for fire, Square & Circle for sidestep. I think that'd be an amazing control config. So... Analog Nub needs to be FREELOOK, L = Forward, D-Pad = change weap & down = move back
    I think if the analog was implemented as free look, then Triangle, X, Square, and Circle should be forward, back, strafe left and right respectively. After endlessly fiddling with coded arms, I find that's the best FPS controls on a PSP.

  9. #9
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    Cool Jump Height it's just fine

    So... The JUMP HEIGHT needs fixed
    About that, there is no need to fix anything, the only think you have to do to jump across that part (normal height) is to activate "always run" in the options, it can be done

  10. #10
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    Default My build

    Hi,

    I made this build of Quake PSP (based on the 0.3 version)....But never bothered releasing it, but seeing as you guys seem to be enjoying it. Maybe you'd like it.

    http://nic.dnsalias.com/QuakePSP.zip

    I quickly added:
    1. No more crashing (same as author did in his 0.4 build)
    2. No longer needs to be in Quake-PSP directory (same as author did in his 0.4 build)
    3. After the first time you boot my Quake-PSP a clkspd.txt file will be created in the same directory as the EBOOT.PBP Elf file. This file can contain the number 222, 266 or 333. Edit it depending on what clock speed you want QuakePSP to run at. (Defaults to 222)
    4. Got rid of some superfluous stuff so should run a little faster
    5. Saving and Loading now works
    6. Moving round the menus is a lot easier (your current selection gets highlighted etc)
    7. Can now look about using the analog joy pad (not perfect but working )
    8. Circle button is used to change weapons.
    9. Also exits properly when you use the HOME button (That was driving me nuts )

    (you can even cheat and give yourself all the weapons by L + R + CIRCLE + START )

    I only whipped this up quick, didn't mean to release it. The zip has 1.50 compatible directories so should be an easy install.

    Hope it works,
    -Nic

    ps
    Shout me if you want the small changes to the source code.

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