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[RELEASE] vitaQuake - Quake port for PSVITA

HENkaku is a native Homebrew Enabler for the PS Vita and PS TV. It lets you run homebrews on the PS Vita
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Rinnegatamante
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[RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante »

vitaQuake v.4.0

Image
Introduction:
vitaQuake is a port of Quake for PSVITA. It started as a direct port of winQuake but now it' a lot more advanced than this last.
At the moment vitaQuake has unique features like dualshock rumbling when player get hit, an fps counter and an internal render rescaler. It supports also double analogs for comfortable gameplay, online and locale multiplayer with featured servers, soundtracks support, sounds support and a lot more stuffs

Video footage (referred to an old version v.1.3):
https://www.youtube.com/watch?v=oZZv6_dRjYE

Features:

Hardware accelerated GPU rendering
Native 960x544 resolution
MSAA 2x and MSAA 4x support
Dual analogs support
Native IME for inputing commands/text
Sounds and Musics (CDTracks) support in OGG, MP3, WAV formats
Gyroscope and touchscreen support for camera movement
Custom arguments support and mods support
Support for both official missionpacks
Support for transparent surfaces (.alpha and .renderamt)
Increased Quake Engine limits (max vertices, max entities, max static entities, etc...)
LAN Multiplayer support (locale and online)
AdHoc Multiplayer support
ProQuake net protocol support
Savegames fully working
Support for colored lights with .lit files support
Support for Half-Life BSP
Supprt for BSP2 and 2BSP formats
Smooth animations thanks to interpolation techniques
Crosshair and custom crosshairs support
Mirrors support
Specular mode support
Fog support
Cel Shading support
Bilinear filtering support
Dynamic shadows support
Several different improvements in the renderer quality
Several different miscellaneous features (eg: transparent statusbar, benchmark feature, working gamma, etc...)
Map downloader support if you try to join an online server and you don't own the running map

Controls:
- Left Analog / Digital Pad = Move player
- Right Analog = Move camera
- O / X = Jump
- R Trigger / Square = Shoot
- Triangle = Change Weapon
- L Trigger = Run
- Touch = Show game status
- Retrotouch = Move camera
- Select = Enable Danzeff Keyboard in Console Menu for commands insertion

Custom Crosshair:
Starting with vitaQuake v.4.0, it will be possible to use a completely custom crosshair with the game.
To do so, you should create a file named xhair.bin and place it in ux0:data/Quake/GAMEFOLDER folder (GAMEFOLDER will be id1 for main Quake for example).
This file must contains 64 bytes that will define the 8x8 crosshair glyph. A byte set at 0xFE will mean a visible pixel. A byte set at 0xFF will mean an invisible pixel.
The custom crosshair usage can be enabled in Options menu. If no xhair.bin is provided, when Custom crosshair will be set, QuakeWorld crosshair2 will be used.
You can also alter crosshair color by setting these three values in config.cfg:
crosshaircolor_r, crosshaircolor_g, crosshaircolor_b.
By default these three values are set at 255, 255, 0.

Credits:
- MasterFeizz for ctrQuake source which i studied to understand how winQuake works.
- Ch0wW for several improvements and code cleanup.
- frangarcj, xerpi and Davee for helping during the journey that lead to the creation of vitaGL.
- All my patroners for their awesome support:
  • Tain Sueiras
  • nobodywasishere
  • RaveHeart
  • XandridFire
  • Count Duckula
  • rsn8887
  • T33Hud
  • Andyways
  • Elwood Blues
  • Oleg Des
  • CLAUDIO ADRIANO KIEUTEKA
  • Artūrs Lubāns
  • suLac4ever
  • Samuel Batista
  • BOBdotEXE
  • Florian Gaul
  • Troy Murray
  • Jared Breland
  • Daniel
  • Lars Zondervan
  • gnmmarechal
  • Yakara Network
  • Pirloui
  • PSX-Place.com
  • 2Mourty
  • Gelson Silva
Installation:
- Place the data folder in ux0:/

How to use soundtrack:
- Create a folder in ux0:/data/Quake/id1 and call it cdtracks
- Place the audio tracks renamed as track001, track0002, ... in ogg or mp3 format in this folder.

You can find complete soundtrack in ogg format here: https://www.quaddicted.com/files/music/quake_music.zip

How to have colored lights:
As of v.2.8, colored lights are available thanks to .lit lights support from DarkPlaces client by LordHavoc.
The simplest way to get colored lights in Quake is to download this package: http://www.moddb.com/games/quake/addons ... -lightmaps
Grab LIGHTS.PAK file and place it in your vitaQuake installation (where pak0.pak is) and rename LIGHTS.PAK as if it's a normal pak (so if you have pak0 and pak1, rename it pak2.pak).
That package has colored lights support for the two official mission packs too.

Links:
Download: http://vitadb.rinnegatamante.it/#/info/10
GitHub Repository: https://github.com/Rinnegatamante/vitaQuake
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Last edited by Rinnegatamante on Sat Sep 21, 2019 10:10 am, edited 20 times in total.
If you want, visit my website: http://rinnegatamante.it :D
maxld
Posts: 4
Joined: Thu Aug 28, 2014 6:12 am

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Post by maxld »

Working great, thanks!
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Yoyogames28
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Location: Mesa, Arizona

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Post by Yoyogames28 »

How does the framerate fare for it right now?
Discount DF
maxld
Posts: 4
Joined: Thu Aug 28, 2014 6:12 am

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Post by maxld »

Yoyogames28 wrote:How does the framerate fare for it right now?
I would say that it stays at 20fps+ but it is only a guess. It is definetly playable.
Rinnegatamante
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Joined: Sat Mar 26, 2011 10:02 am
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Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Post by Rinnegatamante »

Wolfmade wrote:I'm hosting this on VPK Mirror, if you don't mind. EDIT: Never mind, you have a data folder and I've no clue how to handle that on my site yet, I'll figure it out tomorrow (unless you manage to pack the data folder into the vpk?)

Nice work!
Impossible to pack the folder in the vpk since it can be subject to edits (for example for mods or for full quake version utilization).
Yoyogames28 wrote:How does the framerate fare for it right now?
In some scenes you'll have some framedrops but it stays on an average of 23-24 fps.
In the future i'll switch to hardware GPU rendering making it fullspeed for sure.
If you want, visit my website: http://rinnegatamante.it :D
xFx
Posts: 6
Joined: Wed May 18, 2016 3:15 pm

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Post by xFx »

Thanks, plays and controls with both sticks really good! (Never had a chance to beat 1st quake :D )
kimomaka
Posts: 93
Joined: Mon Aug 13, 2012 3:50 am

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Post by kimomaka »

Thank you for this release !
Ps VITA 3.60 VHBL (BUBBLE) [HENkaku]
gnmmarechal
Posts: 74
Joined: Mon Apr 11, 2016 8:47 am

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Post by gnmmarechal »

Awesome! I can confirm it works fine as well.
humbertosnk
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Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Post by humbertosnk »

O heck YESSS :--DDDDDDDDDDDDDDDDD
DarkestShine
Posts: 8
Joined: Wed Jul 10, 2013 11:12 pm

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Post by DarkestShine »

:o :o THANKS A LOT ;) !!!
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