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QuakeSpasm-DC

A Sega Dreamcast port of QuakeSpasm with a native PowerVR renderer.

Main menu

Features

  • Native PVR renderer — geometry streams straight to the Tile Accelerator.
  • SH4 hardware math (sh4zam).
  • Hardware table fog, per-vertex lighting with dynamic lights, and lightstyle animation.
  • Alias (.mdl) models, sky (flat / scrolling / skybox), warped water, particles, sprites, entity shadows, and underwater warp.
  • Hardware mipmaps for square world textures; N64-style translucent overlay HUD.
  • VMU save games (zlib-compressed), plus config stored on the VMU.

Requirements

  • KallistiOS (with the SH4 toolchain)
  • SDL2, built for the Dreamcast
  • sh4zam — SH4 SIMD math
  • zlib (kos-ports)
  • mkdcdisc — builds the disc image

Building

Source your KallistiOS environment first, then build the ELF:

source /opt/toolchains/dc/kos/environ.sh
cd Quake
./build_dreamcast.sh elf

The native PVR renderer is on by default (USE_PVR_RENDER=1); build with USE_PVR_RENDER=0 to fall back to the GLdc path.

Making the CDI

Put your pak0.pak (and optional pak1.pak / OGG music) in Dreamcast/cd/id1/, then run the full build to compile, link, and package the disc image:

cd Quake
./build_dreamcast.sh          # produces quakespasm.cdi

Boot the resulting quakespasm.cdi on real hardware (GDEMU / ODE) or an emulator such as Flycast or Redream.

Intro

License

GPLv2 — see LICENSE.txt. Quake game data is not included; you must supply your own pak0.pak.

About

QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake.

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