vitaQuakeII - RetroBIOS¶
| Type | libretro |
| Source | https://github.com/libretro/vitaquake2 |
| Version | git |
| Profiled | 2026-03-18 |
| Cores | vitaquake2, vitaquake2-rogue, vitaquake2-xatrix, vitaquake2-zaero |
| Systems | quake2 |
No BIOS or firmware files required. This core is self-contained.
Quake II engine source port. Four separate cores are built from the same codebase via the basegame make variable: vitaquake2 (base game, baseq2), vitaquake2-rogue (Ground Zero expansion, compiled with -DROGUE), vitaquake2-xatrix (The Reckoning, compiled with -DXATRIX), and vitaquake2-zaero (Zaero mod, compiled with -DZAERO). Each core validates that the content path contains its expected game directory name (libretro.c:2073-2085,2173) and refuses to load mismatched content. The core accepts .pak extensions (retro_get_system_info sets valid_extensions = "pak"). Content is loaded from the PAK file path - the parent of the game subdirectory becomes basedir (libretro.c:2206-2209), then FS_InitFilesystem (files.c:778) adds baseq2/ and loads pak0.pak through pak9.pak sequentially from each game directory. For expansion cores, retro_run passes "+set game rogue|xatrix|zaero" (libretro.c:2232-2239) so the engine loads both baseq2/ and the expansion directory. PAK0_CHECKSUM 0x40e614e0 (files.c:30) matches the retail pak0.pak but is only used for directory CRC validation, not as a load gate. PAK files are game data (maps, textures, models, sounds) from the retail game, not engine firmware. No files are required in the RetroArch system directory. The core needs no BIOS or firmware. Optional CD music in OGG format can be placed in a music/ subdirectory alongside the PAK files.
Generated on 2026-03-20T19:12:20Z