Saltar al contenido
PORTSNATIVE.
InicioCatálogo
Juegos WebEmuladoresHerramientasNovedades
PORTSNATIVE.

Un catálogo para descubrir ports y proyectos relacionados. Enlazamos a las fuentes oficiales y no alojamos archivos de los juegos originales.

ExplorarCatálogoMi lista
InformaciónNosotrosProponer un portSoporteApoyo y donacionesAviso legal
© 2026 PortsNative
Volver al catálogo
Quake II Recompiled
PORTSNATIVE

Quake II Recompiled

PORT NATIVOSHOOTER / DISPAROSWINDOWSLINUXMACOSALPHA

Quake II Recompiled

Quake II

OrigenPlayStation

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Quake II es un videojuego de disparos en primera persona desarrollado por id Software y distribuido por Activision en 1997. Aunque usa el nombre de Quake, también de id Software y es considerado, de hecho como su secuela, su historia se aparta totalmente del ambiente mítico-medieval visto en Quake para adentrarse en la ciencia ficción

7 versiones de Quake II

Estás viendo: Quake II Recompiled

Quake II Recompiledgithub.com/alexbeavs-ps1-ports/quake-ii-recomp
Windows
Linux
macOS
Actual
Quake IIgithub.com/kondrak/vkQuake2
Windows
Linux
macOS
›
Quake II (Classic Core Engines)github.com/sandstranger/com.mobilerpgpack.phone
Android
›
Quake II (Quake2Quest)github.com/Team-Beef-Studios/Quake2Quest
Windows
›
Quake II (Three Wave Capture The Flag for Yamagi Quake II)github.com/yquake2/ctf
Windows
›
Quake II (Web)github.com/GMH-Code/Qwasm2
Web
›
Yamagi Quake IIgithub.com/yquake2/yquake2
Windows
Linux
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗
<p align="center"><a href="https://alexbeavs-ps1-ports.github.io/psxrecomp-ports/"><img src="https://raw.githubusercontent.com/alexbeavs-ps1-ports/psxrecomp-ports/main/docs/assets/alexbeav-ps1-recomps-banner.png" alt="Alexbeav's PS1 Recomps" width="100%"></a></p>

Quake II Recompiled

<!-- retcomm-readme-metrics -->

GitHub downloads (all assets, all releases) GitHub downloads (latest release) GitHub release

<!-- /retcomm-readme-metrics -->

Static recompilation of Quake II built on psxrecomp and recomp-ui.

Quake II recompiled for modern systems using psxrecomp.

Players4
RegionUSA
PublisherActivision
Year1999

Scaffolded with the New Project Layout. See psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.

<!-- retcomm-readme-launcher -->

RetComM Launcher

You can run this title standalone (release zip + the built-in recomp-ui Generate & Build flow), or manage installs, updates, ROM/BIOS wiring, and queued builds more intuitively with RetComM Launcher — the Retro Compilation Manager hub for self-compiling recomps.

Downloads · Full README & features

<p align="center"> <img src="https://raw.githubusercontent.com/TechnicallyComputers/RetComM-Launcher/main/docs/screenshots/hub-and-game-launcher.png" alt="RetComM hub with a background build, next to a title’s recomp-ui launcher" width="720"> </p> <p align="center"> <img src="https://raw.githubusercontent.com/TechnicallyComputers/RetComM-Launcher/main/docs/screenshots/queue-and-background-build.png" alt="Background cmake build with titles queued" width="720"> </p>

RetComM checks for updates, rebuilds with existing build data when possible, uses the same platform build tools as per-title launchers, and automates BIOS/ROM/save plumbing so you are not stuck repeating each game’s wizard by hand.

<!-- /retcomm-readme-launcher -->

Legal

You must own the original game. Disc images under disc/ are gitignored and must never be committed. This package requires a legal SCPH-1001 BIOS dump. OpenBIOS is not supported. Retail BIOS dumps are not redistributed.

License

Project-owned source, scripts, configuration, and documentation use GPL-3.0-only. See LICENSE.

This license does not cover Quake II content, generated retail code, artwork, names, or trademarks. PSXRecomp remains under PolyForm Noncommercial 1.0.0. recomp-ui remains under MIT. See THIRD_PARTY_NOTICES.md and each submodule license.

Default app icon: assets/psxrecomp.ico (and .png / .svg) — RetComM-themed controller mark from psxrecomp/assets/. Windows builds embed it via APP_ICON.

Optional box art under launcher_assets/img/ may come from libretro-thumbnails (Named_Boxarts); see BOXART_SOURCE.txt when present.

Quick start (dev)

git submodule update --init --recursive
./psxrecomp/tools/ci/build_emitters.sh
python3 psxrecomp/psxrecomp_cli.py generate \
  --config game.toml --project-root . --disc disc/<your>.cue \
  --bios /path/to/SCPH1001.BIN
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime

Zip prefix for CI artifacts: quake-ii-recomp.

Validation

The source repository keeps release evidence in docs/VALIDATION.md. A build is not a public release until its exact package passes every listed gate. A headless boot test does not replace a full gameplay test.

Symbols

Progressive map: symbols.toml → python3 tools/sync_symbols.py → psx_symbols.h (PSX_FN_*). See psxrecomp/docs/SYMBOLS.md.

Framework pins

Submodule gitlinks (psxrecomp, optional recomp-ui, nested recomp-net) are authoritative. framework_pins.txt is an optional scaffold snapshot; release CI logs SHAs with record_pins.sh but builds whatever the gitlinks resolve to. Bump submodules deliberately — do not float on main/master in release CI.

About this project

These ports are developed by a hobbyist (a DevSecOps engineer, not a game programmer) with substantial AI assistance. Every change is validated before it ships. The checks include boot gates, hardware-oracle comparisons, deterministic probes, and a shared findings registry. AI writes most of the code. The evidence decides what stays. Bug reports are welcome.

In short: AI writes the code, but I always test it before I publish it.

<!-- retcomm-readme-raid -->
<p align="center"> <sub><b>R.A.I.D. — Retro AI Development</b> · a Discord for AI-assisted retro reverse-engineering, decomp &amp; recomp</sub> </p> <p align="center"> <a href="https://discord.gg/Ad9BwSzctP"><img src=".github/raid-discord.png" alt="Join the Retro AI Development (R.A.I.D.) Discord" width="200"></a> </p> <!-- /retcomm-readme-raid -->

v0.1.1 three-platform candidate

This candidate targets Windows x64, Linux x64, macOS ARM64, and macOS x64. These setup packages require your legally owned game disc and a supported regional retail BIOS. They remain unpublished until their exact package tests and release authorization pass.

Leer guía oficial
CALIFICACIÓN
—
Cargando votos…
Publicidad

FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Shooter / Disparos
Estado
alpha
Plataforma de origen
PlayStation
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
—

Plataformas de destino 3

Windows
Linux
macOS
Ver en GitHub
Publicidad