Quake for the gp2x
Version 0.03
Ported by Woogal from gpQuake, which was ported from PocketQuake, which was ported from WinQuake.

Installation
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Put the quake folder somewhere on your sd. Pak files go into the id1 folder as normal (you'll need to get pak0.pak from the Quake shareware download, or get pak0.pak and pak1.pak from your original cd), and mod folders go into the quake folder alongside id1. To run, select quake.gpe from the gp2x games menu. Press pretty much any button to bring up the menu once the demos start playing.

** I have included additional .gpe scripts for setting different screen resolutions. These are optional files and are not necessary for normal 320x240 play **

Upgrading
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If you are upgrading from 0.01, throw away qlaunch.gpe as it's not needed anymore.

Screen resolution
-----------------

To use a screen resolution other than 320x240 you should create a script that runs something like 'quake.gpe -width 240 -height 180'. Width and height can be anything you like up to 320x240 (strange things may happen if you go higher). Resolutions much smaller than 160x120 could have problems and aren't really supported. The current version of SDL doesn't seem to scale the height if the width is 320, so if you want to use a resolution of 320xsomething then try 312xsomething instead.

TV Out
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TV out is now supported thanks to the current version of SDL. TV resolution is 720x288 (pal) or 720x240 (ntsc) instead of the more common 720x576 and 720x480 so don't waste your time trying higher vertical resolutions. 360 is a better width to use for TV than 320 because it will double up to 720 and look nicer.

Widescreen
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If you have a widescreen tv then 360x202 should give you a 16:9 aspect (pal, not sure how this will look on ntsc). If you want to use widescreen on lcd or a 4:3 tv then pass the new -letterbox parameter (eg. 'quake.gpe -width 320 -height 180 -letterbox' will give you 16:9 on the lcd). When using a widescreen aspect the height fov is now calculated better so the vertical view isn't reduced (thanks to code from mh on quakesrc.org).

Running mods
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Currently the only way to run mods is by creating a launcher script. Read the instructions for running the mod and add the command line parameters to the end of quake.gpe. Eg, if the instructions say to type 'quake -game somemod +map somemap' then your launcher script should contain 'quake.gpe -game somemod +map somemap'. Not all mods will work, and without a serial cable it sometimes won't be clear what the problem is.

Controls
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Press the stick or B to select menu items. Use Start to go back. Game controls can be defined from the options screen.

Default controls are - 
Start - Menu
Stick - Move
A or Stick press - Fire
B - Jump
Y - Change weapon
X - Run
L - Strafe
R - Look
L+R - Centre View
Vol Up - Swim Up
Vol Down - Swim Down
Vol Up+Vol Down - A (if that does anything)
Select - B (unassigned)

USB
---

USB mouse is now supported. By default the mouse control in Quake is for movement not looking - add +mlook to a text file called autoexec.cfg and put it in the id1 folder to enable the more common mouse look mode. USB keyboards should also work.

Misc
----

To save options, make sure you exit from Quake. You can execute commands at startup by using an autoexec.cfg file as normal.

Changes
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0.03

TV out support.
Letterbox mode for widescreen on a 4:3 display.
Widescreen fov fix.
USB mouse and keyboard support.

0.02

Slight speed increase.
Supports variable screen resolutions.
No longer requires both pak0.pak and pak1.pak.
Shouldn't crash when entering water.

0.01

Initial release.

woogal@sector808.org
http://gp2x.sector808.org