
See it in action on youtube!
UPDATE: I have added a RPM package built for Yellow Dog 6 in the files area of the PS3 Bodega Software Repo, so it is no longer necessary to build from the source as described below. Demo files will be automatically downloaded at startup (full version files are supported but not included). The full version is available on Steam.
Even without any hardware accelerated OpenGL, Quake 2 runs great on the Playstation 3 with Yellow Dog 6. I normally play at 960×720 and it runs around 3o FPS (according to timerefresh). The gameplay is smooth at this speed and very entertaining. Following these instructions should have you dodging, ducking, and spreading giblets all over the place in no time!
This will require either the Quake 2 demo files or the full retail version of Quake 2. If you already have the Quake 4 Special DVD Edition, it includes a second disc with Quake 2 + Expansion packs. This makes it very easy to copy the data files over to your PS3.
Just copy the entire contents of /path/to/your/DVD/setup/data to where you want it on your PS3 (like in your home folder under quake2, for example: ~/quake2). Instructions for using the demo files are included in the README with the source.
Building and Installing the game:
I’m running it using the source port found on icculus.org.Compiling from the quake2-r0.16.1.tar.gz source required editing the make file — the portion I changed looks like this:
BUILD_SDLQUAKE2=YES # sdlquake2 executable (uses SDL for cdrom and sound)
BUILD_SVGA=NO # SVGAlib driver. Seems to work fine.
BUILD_X11=NO # X11 software driver. Works somewhat ok.
BUILD_GLX=NO # X11 GLX driver. Works somewhat ok.
BUILD_FXGL=NO # FXMesa driver. Not tested. (used only for V1 and V2).
BUILD_SDL=YES # SDL software driver. Works fine for some people.
BUILD_SDLGL=NO # SDL OpenGL driver. Works fine for some people.
BUILD_CTFDLL=YES # game$(ARCH).so for ctf
BUILD_XATRIX=NO # game$(ARCH).so for xatrix (see README.r for details)
BUILD_ROGUE=NO # game$(ARCH).so for rogue (see README.r for details)
BUILD_JOYSTICK=YES # build in joystick support
BUILD_ARTS=NO # build in support for libaRts sound.
BUILD_ALSA=NO # build in support for ALSA (default sound on 2.6)
BUILD_DEDICATED=NO # build a dedicated quake2 server
BUILD_AA=NO # build the ascii soft renderer.
BUILD_QMAX=NO # build the fancier GL graphics
BUILD_RETEXTURE=NO # build a version supporting retextured graphics
BUILD_REDBLUE=NO # build a red-blue 3d glasses renderer...
STATICSDL=NO
SDLDIR=/usr/local/lib
Then compile and install like so:
[installdir] is wherever you want to install the original quake2 game files — I used ~/quake2
The releaseppc folder will be found in your source dir after you compile.
0. edit Makefile as described above, then ‘make ARCH=ppc‘ When compiling is done you’ll have a new folder called releaseppc. If you get errors when trying to compile you may be missing some dependencies.
1. copy releaseppc/gameppc.so to [installdir]/baseq2/
2. copy releaseppc/ref_*.so to [installdir]
3. copy releaseppc/sdlquake2 to [installdir]
4. copy releaseppc/ctf/gameppc.so to [installdir]/ctf/ (optional)
5. copy releaseppc/sdlquake2 to your /usr/local/bin folder (you need root privilege to do this)
Once you have all that set up you start quake2 like this:
sdlquake2 +set vid_ref=softsdl +set basedir ~/quake2
(where ~/quake2 is the [installdir] you copied the original Quake 2 files and the new binaries)
Note:
If the default resolution is higher than your screen resolution you can start in windowed mode and change it in the game menu. To start in windowed mode instead:
sdlquake2 +set vid_fullscreen 0 +set vid_ref=softsdl +set basedir ~/quake2
Try running from the command line first to see if you get any errors, then you can set it up as a launcher on the desktop, or as a new menu item using alacarte.
21 comments
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July 19, 2008 at 3:06 pm
JJr
do you no why yellowdog_board is down. Im trying to get you article on how to make my sixaxis wireless
July 19, 2008 at 4:15 pm
billb
No, I don’t know why the board is down — it’s a bit of a mystery.
I have a new forum up:
http://forums.ps3bodega.com/
Look in the Guides & How-to Articles section.
July 19, 2008 at 8:58 pm
JJr
I remember seeing you article on yellowdog-forums, so when i was ready the site was down. Looked every where for a subsitute but not explained as well as yours. This being said, Thanks, really. You got anything on how to compile mame to work on my ps3 yld6 linux.
July 20, 2008 at 1:00 am
billb
Also on the new forum, look under Gaming & Emulation (just posted it).
July 24, 2008 at 10:04 am
keefy
Whilst it works I cannot get the zoom to zentre on Quake 2 it always seems to be in topleft of screen quake2 that is not the zoom.
Also gconf-editor is not recognised in YDL
July 24, 2008 at 2:42 pm
billb
Not sure I understand … what resolution are you running on your desktop, and at what resolution are you running quake2 full screen?
Re: gconf-editor, you just need to install it first (it’s included in yellowdog-base)
yum install gconf-editor
July 31, 2008 at 1:35 am
nick
awesome yellowdog-board.com is back up and running
August 10, 2008 at 12:59 pm
D
I have the same new Hitatchi hard drive, can you tell me how to format my old 80 GB ps3 Hard Drive so I can use it as an external drive for my ps3 plugged into the usb
August 10, 2008 at 3:05 pm
billb
Assuming you’re using YDL6, one way to do it would be to install this version of gparted:
http://pleasantfiction.ipower.com/ps3linux/ps3bodega/gparted-0.3.3-3.ppc.rpm
And I would strongly suggest reading about how to use gparted before using it — wouldn’t want you partitioning / formatting the wrong drive!
http://gparted.sourceforge.net/manpage.php
Also, you should be able to determine which device it is after you plug it in with:
su -l
fdisk -l
(those are lowercase l’s, not number 1’s)
If you have trouble, please post on yellowdog-board.com or forums.ps3bodega.com.
August 10, 2008 at 3:10 pm
D
I figured it out finally thanks anyway
September 3, 2008 at 2:44 pm
dacre
hi, really good tutorial. I got everything working *nearly*
cant seem to get past the
LoadLibrary(”ref_softx.so”) failed: No such file or directory
error when I boot up. Its only building ref_softsdl for me as well
any ideas??
September 3, 2008 at 3:09 pm
billb
You must be compiling Quake2? The comments don’t always come up under the correct post here … I’ll need to go back and look at how I launch it … I’ve created an RPM package for it since that post — if you’re running YDL6 on PS3 you can install it with that, instead … you can find it here:
http://pleasantfiction.ipower.com/ps3linux/ps3bodega/repodata/repoview/Amusements.Games.group.html
September 3, 2008 at 3:40 pm
billb
OK — this is how I’m starting it:
cd /your/quake2/folder
./sdlquake2 +set vid_ref=softsdl
Reference link:
http://www.yellowdog-board.com/viewtopic.php?f=19&t=2937#p10945
September 3, 2008 at 4:14 pm
dacre
wow thanks for the quick reply! i am compiling quake2.. noticced i don’t hax x11r6 libraries .. at least where the make script is looking for them - i’ll try your rpm first though
yeah i have ydl6 on my ps3
September 3, 2008 at 4:16 pm
dacre
yeah i start it in the same way, do i need to set some kind of env var to tell it where to find the file?
September 3, 2008 at 4:27 pm
dacre
cool it works
September 3, 2008 at 7:12 pm
billb
Glad that worked for you …
Occasionally it crashes (segmentation fault) at startup but will usually run on repeated attempts … never figured out why it does that and haven’t had the motivation to try a debug build and see what the backtrace looks like. Most of the time it starts up with no problem.
September 6, 2008 at 2:08 pm
onehand
Anybody get the MIDI music for heXen II to work? Mine doesn’t play.. :/
September 6, 2008 at 2:21 pm
TJ Duckett
Hi Billb. First off, I wanna say thanks thanks THANKS for the great tutorials. I would’ve never in a million years been able to get SDLMame up without them.
And the scaler is greatness, because I set it to two, don’t have to change anything about the audio and even leave autoframeskip to 0 and my games run at 99+%. You’re deifnitely the man.
One thing I need help with though, is setting up the key inputs through gconf-editor. I have it installed and have played around with the command lines, but I can’t figure out for the life of me what to put in there. Could you let me know?
September 6, 2008 at 4:20 pm
billb
@onehand — seems like mine wasn’t playing either last time I tried it … will look into it when I get a chance. Could be something to do with the SDL_mixer version.
@TJ Duckett — I’ll try to write a more detailed tutorial regarding setting up the scaler tool … It has been a while since I set it up … I believe the way I did it was to write scripts for starting the scaler at different scale levels and one for killing the process, then assigned those scripts as commands for the different keys. When I get a chance to put up more detailed info I’ll post it on forums.ps3bodega.com.
And yeah, that SPE scaler tool is nice. I hope the author does more with it!
September 6, 2008 at 6:31 pm
TJ Duckett
Oh, I know how to use the scaler (I do it straight from the terminal with scaler -s -t), but, I don’t know how to put translate commands into the keyboard configurer value.
I’ll a value under command_1 that just says “scaler -s * -t ***” But then when I press the keys I’ve assigned it to, it won’t work.
I know how to setup the scripts (each to enlarge will be 2, 3, and 4, and the 1 to kill will be 1)… I just need to know the base script to write as the command value in gconfig-editor.