The game

  • 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
  • many total conversions and mods should work with a stock DS,
    assuming they respect
    the tiny memory size
  • total conversion
    and mods which refuse to play on a stock DS will play on a DS with a compatible
    flash card when combined with the EXRAM build
  • infrastructure-based wifi network gaming is supported
  • ad-hoc DS/DS gaming is currently de-activated in this
  • there is full control configuration
  • game saves work, although there may be some corruption
    using certain DLDI drivers - game saving is not guaranteed to work
    correctly in the EXRAM build (when used with a slot-2 DLDI)
  • there's a crosshair
  • there's view snapping and pen sensitivity settings
  • there is a proper timebase, so the speed won't be
    inconsistent any more like it was in pre1
  • there's an on-screen keyboard, for use in-game and with the
    console, and it is much more functional than before
  • there are eight user-bindable 'touch buttons'
  • access to the command line is now easier
  • dodgy QuakeC compatibility has been improved


  • all software renderering has been moved
    over to using the DS' 3D hardware
  • world textures are display 99% correctly, there may the
    occasional non-power-of-two texture wrapping glitch; Alias
    models are fully textured
  • sprites (eg explosions) are now correctly rendered, and
    they now have their correct animated textures (ie they're not pink any
  • particles (eg blood effects) are also correctly rendered,
    and also come in a shade other than pink
  • animated model skins are now (barely) supported
  • the game uses faux vertex lighting, derived from the
    original lightmaps; light animations also work correctly
  • there's no dynamic lighting and Alias models are not lit
  • there are sky, water, sludge, lava and teleporter
    animations (the sky is now rendered correctly)
  • the console now uses the Quake font from the chosen pak
  • the game uses hardware fogging for a light depth cue above
    fog for below water
  • there's a HUD
  • GUI elements are transparent (with no more corruption)


  • there's a full-blown custom ARM7 sound effects system, and
    it totally r0x0rs
  • the sound system uses proper spatial positioning (it is
    stereo though...) - plug it into your speakers and subwoofer to hear
    all the effort I put into this!
  • CD music has been dropped from this may return

Tech info

  • uses the libfat DLDI interface, so should hopefully work on
    all supported flash cards
  • built using the devkitARM r20 toolchain
  • textures and sounds are loaded from disk on demand - you will notice
    slow loading if you have certain types of cards, or low quality flash
  • sound and texture memory is defragged in the background
  • in-game performance has been improved but is still not hot,
    and I think this is as good as it's going to get
  • rendering performance is very good (pause the game and move
    the camera if you don't believe me)
  • performance is timed using a custom function-instrumenting
    profiler (a bit like gprof) and another system is used for recording
    the exact
    pad and screen input for later replaying
  • the DS is put to sleep when the lid closes (disabled in
    this build)
  • there is no texturing on brush or Alias models or images
    loaded from individual files - you must
    use pak files
  • View media
  • View media
  • View media
  • View media

You'll still need to have the original games and some additional hardware to get them running, but they're worth investigating for yourself. Check them out here:



QuakeDS Release 3

QuakeDS Release 3

7 years ago Full Version 6 comments

This is the binary for the third release of QuakeDS

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Release date
Released 2007
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