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PSP Quake!

Wow, full screen? I haven't been keeping up with the homebrew scene, but last I looked, emus weren't even 320x240, just a postage stamp. Niceness.
 
CamHostage said:
Wow, full screen? I haven't been keeping up with the homebrew scene, but last I looked, emus weren't even 320x240, just a postage stamp. Niceness.

Err, that postage stamp size probably WAS 320x240 (or whatever the actual resolution of the game was). The PSP's screen is 480x272, so 320x240 is not going to fill the screen. NES, SNES, TG16, Gameboy, and plenty of others all run at resolutions lower than 320x240. Most Genesis games are 320x240, though. Basically, the emulators you originally must have seen were all running games at their native resolutions.

SNES games mostly run at 256x224 resolution. The SNES's horizontal resolution is just about half of the PSP's. When you draw exactly 256x224 on that LCD with no stretching, it will be a smaller window in the center. All current emulators DO allow you to manipulate the image as much as you like, though. Stretching, zooming, etc. is all possible.

So, while you may have seen postage stamp sizes, that doesn't mean they were running games at lower resolutions. It just means that the PSP screen is higher resolution than what was being outputted by those systems.
 
SantaCruZer said:
so what do you say darkr0x, sure the PSP is capable of Quake2 and Quake3 also

Once they figure out how to hardcode instead of software port games, yes they should be very possible.
 
SantaCruZer said:
so what do you say darkr0x, sure the PSP is capable of Quake2 and Quake3 also

The PSP should be capable of a whole lot more than that as well, but it all depends on how they approach it. They haven't even scratched the surface of what the machine can do at full speed...

Don't forget that current PSP games on the market are all using lower clockspeeds. Bumping up CPU speed made a world of difference with those unoptimized emulators. The GPU was also underclocked, and none of the homebrew stuff has done anything with that. I think there is a ton of untapped potential in this machine, but battery life remains the one thing that holds everyone back.
 
Yep. They really are just starting to work out some of the stuff the GPU can do. All ports/emus etc... are basically only using the screen as a frame buffer. No hardware acceleration at all.
 
would accessing the GPU directly help emulation though? I don't know much about it, but I would think you have to emulate the sytems CPU+GPU all in the PSPs CPU. Perhaps the PSPs GPU could be used for emulation of say a N64 or PS1?
 
Coincidentally, an official release of the game for handhelds, Quake Mobile, is happening right now, too, so the game will be running well across many portable devices soon.

Even the graphics complexity of Quake III wouldn't be too much for the handheld sector. Some graphics processors have the necessary performance for it at just 50M-Hz.
 
Flo_Evans said:
would accessing the GPU directly help emulation though? I don't know much about it, but I would think you have to emulate the sytems CPU+GPU all in the PSPs CPU. Perhaps the PSPs GPU could be used for emulation of say a N64 or PS1?

They aren't even properly using the CPU, though. None of the current homebrew apps really take advantage of the hardware.
 
Neat and all, but FPS console gaming is already handicapped by the abscence of a mouse and keyboard, and now without two analog sticks, how well would this work? How would free look work?
 
tedtropy said:
Neat and all, but FPS console gaming is already handicapped by the abscence of a mouse and keyboard, and now without two analog sticks, how well would this work? How would free look work?

The lack of two analog sticks didn't stop N64 and DC hosting some great FPS's.
 
tedtropy said:
Neat and all, but FPS console gaming is already handicapped by the abscence of a mouse and keyboard, and now without two analog sticks, how well would this work? How would free look work?

Turok 1,2,and 3 for N64 had a brilliant setup for free looking FPS.

analog stick was the look up and down along with look left to right (so baisically think stick = head movement) and the 4 camara buttons were movement (which would be perfectly emulated by the square, X, circle, and triangle face buttons). L trigger would be jump and R would be fire. Easy.
 
dark10x said:
Err, that postage stamp size probably WAS 320x240 (or whatever the actual resolution of the game was)...All current emulators DO allow you to manipulate the image as much as you like, though. Stretching, zooming, etc. is all possible.

Right, that's more what I meant. The first releases didn't have stretch or zoom (and didn't have it for a while, if I recall) so I thought the available PSP libraries didn't full access to the PSP's particular dimensions or something odd like that. But now that I think of it, Hello World was fullscreen.
 
tedtropy said:
Neat and all, but FPS console gaming is already handicapped by the abscence of a mouse and keyboard, and now without two analog sticks, how well would this work? How would free look work?

MDK2 played like a first person shooter on the DC and is a VERY difficult game...yet the controls were never part of the problem. You do not need two analog stick let alone a keyboard/mouse in order to enjoy an FPS.
 
yeah, you only need an analog stick for aiming, keys work fine for forward/back/strafe left/strafe right .. or ESDF/WASD if you will...

not that the PSP's speaker will do a good job... it's too floaty
 
Sp3eD said:
Turok 1,2,and 3 for N64 had a brilliant setup for free looking FPS.

analog stick was the look up and down along with look left to right (so baisically think stick = head movement) and the 4 camara buttons were movement (which would be perfectly emulated by the square, X, circle, and triangle face buttons). L trigger would be jump and R would be fire. Easy.

You can use this same set up in Coded Arms (control type C) and it works well enough. You just need to adjust the sensitivity to your liking.
 
found at pspupdates

QuakePSP v0.3 Released!

PacManFan has just released QuakePSP v0.3 . In version 0.2 he improved the mapping of a few keys based on user feedback, as well as working on a few crash bugs and audio. In this version he has enabled the game console, and fixed many of the menus. Keys can be remapped from within quake, but there are still a few issues saving them. Added an icon and repladced the "pspdev applicatioin" text with "Quak
 
quake on mobile phone

niobilderpaquake_26848.jpg


niobilderpaquake_26849.jpg


niobilderpaquake_26855.jpg
 
just gave it a whirl.
first version i've tried (v0.3)

it's full screen
speed isn't too bad really
some weird polgon corruption happening every now and then, but still a great start.

No mouse look on analogue

Damn it ! crashed in level 2

Edit: Just tried again, played around with the options.
You can make it full screen (ie: no info bar) and scale down the screen to get performance increases - it runs pretty well scaled down.

The problem is there is no icon in the menu screen so you are navigating the options blind at the moment.

I played around with the control so i could look up and down, but i'm hoping the analogue stick can act as a mouse - that would be kick ass.

Awesome stuff.
 
its sad that the mobile phone screens look better graphically than anything ds can/will do in 3d
 
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