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Thread: QuakePSP V0.4

                  
   
  1. #41

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    All I want it to have is sound...it doesnt have to have MUSIC just Sound Effects....and good analog support would free up the Dpad for other uses....

    Also its too bright....it needs to be fixed so we can adjust the brightness ourselves....

  2. #42
    DCEmu Newbie watoto's Avatar
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    wouldn't it be possible to run an mp3 player along with the game,like some text readers for psp do?

  3. #43
    DCEmu Regular Sharkey's Avatar
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    Quote Originally Posted by infamousdevil
    stable analog stick support, a true to the original jump height, wifi multiplayer (internet and local), editable controls
    i think the analog on nics works fine,
    and other than the O button it is configurable.
    never had trouble with the jump either and ive played through the whole game.

  4. #44

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    Quote Originally Posted by Sharkey
    i think the analog on nics works fine,
    and other than the O button it is configurable.
    never had trouble with the jump either and ive played through the whole game.
    I think the analog is way too slow....

  5. #45

    Default Corupt data PSP 2.0

    Hi guys,


    I downloaded the beta here and installed it on my PSP but I get an notification of corrupt data. Now I followed the guide on page 1 but still does not work.

    Has somebody tested it on a PSP with v2.0 ROM? I just can find comments of PSP ROM 1.0 and 1.5.

    Would be great to play Quake on my PSP. I play already to much on PC.

    Great job any way to port it to PSP!!!

    Greetzzzz Machineman
    Edit 1:
    Found the answer in an other post. Sorry to bother you guys.

  6. #46
    DCEmu Regular Sharkey's Avatar
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    Quote Originally Posted by Mourningstar
    I think the analog is way too slow....
    yeah it is a bit slow, and now that i think of it, being able to reverse it would be nice.
    its opposite of the way i usually look.

  7. #47

    Cool

    If you have the original PC Quake, load it up and go somewhere against a wall where you can judge how high you jump... and jump repeatedly for a while to get a feel for how it responds... then go to that same spot in the PSP Quake and jump repeatedly for a while... you'll notice the difference between the two. The PSP version's jump height is ever so slightly shorter than the PC version.

    Also, the analog stick has caused my Quake to lock-up the PSP from time to time, which is why I said we need stable analog stick support... and it'd be great if the sensitivity adjustment in the menu functioned... all in all it still has a few bugs to iron out. I also agree we should be able to invert the down/up on the stick. And how hard is it to make the menu's brightness slider functional again? I agree this would be another nice function to have. Also, I too would be happy with just the sound effects... but when we reach a near-perfect PC recreation, then I'm sure we can figure out how to add the original NIN soundtracks. It's just something to think about.

    But most importantly... stable internet and local multiplayer is the key to reliving the true Quake experience. I know I'm asking for something that no one has even yet managed to incorporate into any homebrew application, but I know it must be possible, and if I must... then I will spend years (there's going to be a lot of knowledge to aquire) in discovering the PSPs wifi secrets and adapting the Quake network code to utilize them... and optimize it till it's as playable as the PC's multiplayer.

    *But anyhow, can someone answer me why there isn't any wifi support for hosting internet servers with client connectivity in homebrew yet? How would it be possible to learn to utilize the PSP's full wifi functionality? I'd think if there were some modifications to the old QuakeWorld stand-alone servers, and adding a server browser to the PSP Client that just connects to a constantly updating server directory webpage... then all we'd need is people on broadband connections to host the PSP QuakeWorld Servers... then there would only be the need for a PSP QuakeWorld Client to be created for the PSP. Shouldn't this work? If we get this far, think how much quicker Quake2 could be achieved! Is what I'm proposing going to be extremely difficult? If so, why?

    *I know there's been IR funtionality in some homebrew to date... Can we start work on coding some PSP to PSP multiplayer through the IR? Of course this would only be fun if we had coop play in my opinion.

    I'm still rather ignorant, but I have a will to learn... and you can't learn without asking questions. So please, someone knowledgable enough in these matters, take the time to answer these fundamental questions. Thank you in advance for any knowledge your willing to impart to me.

    -Thomas

  8. #48
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    Default hellp!!!

    i need help.i put quake and the quake% folder in my psp game section and when i play it it runs then it says new game options and all of those.then i press new game then it crashes it crashes.it says file find:error and file:error
    can someone help me?

  9. #49
    DCEmu Newbie Nono-O's Avatar
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    nice work

  10. #50
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    ok someone IM me on how to get this game to work, cuz i keep on getting Corrupted Data, and i tried switching sum files, aand that didnt work, IM me at TotOhneDich on AIM

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