Over at
maxconsole.net they have announced a port of Quake is now available for DS! It is a pre-release, and while it is was started in October 2006, it is now nearing completion.
The program, working state and game data have been squeezed into the four megabytes of main memory
It requires either shareware or commercial pak files, Amiga and PC paks have been successfully used.
Total conversions and mods should work, assuming they respect the tiny memory size.
Networking currently has been removed, but will return at a later date.
The majority of the software rendering has been moved over to using the 3D hardware.
World textures are display nearly-correctly, there are however still plenty of texture-coordinate bugs!
Fake-lightmapping is currently broken, and needs some time spent on it. As a result, the game is flat-shaded.There's no dynamic lighting yet.
There are no textures on the Alias models yet.
Sprites and particles got hacked in yesterday (17/02/07) and are only partially hardware-accelerated, and have no textures.
No water, teleporter or sky animations yet.
Sound effects support is about 80% finished, so expect to hear pops, clicks, the occasional screech etc.
CD music is currently being investigated.
The existing solution requires the CD soundtrack to be ripped to your flash card.
Uses an MP3 decoder, running on the second processor.
...but the file streaming slows down the primary processor a bit too much.
Uses the libfat DLDI interface, so should hopefully work on all supported flash cards.
Built using the latest toolchain, devkitARM r20
In-game performance is still not hot, but is being actively worked on - expect to see it run twice as fast in the finished build.
Performance is timed using a custom function-instrumenting profiler (a bit like gprof).
Download and mini-guide on the Official Website
quake.drunkencoders.com.
Stay tuned for Quake2DS......