PlayStation 2 · Homebrew games & ports

SuperTux and the PS2 Quake engine ports, with the exact files and additional game-data requirements shown for each.

Homebrew games & ports

SuperTux and the PS2 Quake engine ports, with the exact files and additional game-data requirements shown for each.

3 resources

Homebrew games & engine ports

SuperTux is complete. The Quake ports require game data from a separate copy.

SuperTux original illustrative artwork

Games · PS2 port 0.1.1a · USB bundle

SuperTux

An open-source platform game starring Tux. This USB release includes the game’s levels and assets, so it is a complete homebrew game rather than an engine-only port.

  • Complete game
  • Platformer
  • USB bundle
  • Open source
Requires
A PS2 homebrew launcher, FAT32 USB and a PS2 pad. Keep the supplied APPS tree; no commercial game files or external BIOS are needed.
Setup & verified files

Extract the USB ZIP to the root of your USB device, retaining both APPS/ and supertux.elf. Launch supertux.elf. Use Cross to jump and Square to run. The similarly named CD release has a different launch layout and is not this download.

mass:/supertux.elf + mass:/APPS/SUPERTUX/ (complete supplied tree)
supertux-ps2-usb.zip8.67 MB · ZIPSHA-256 822b041bbd85bced2ed99e494cd4184bfc5badf9e6be9344f5615de49d6fe70cOriginal release file
Package layout
  • supertux.elf
Quake · PS2 engine port original illustrative artwork

Games · 1.1.0

Quake · PS2 engine port

A native Quake engine port with controller support and USB/HDD loading. The release provides the engine and folder layout; game data is separate.

  • Engine port
  • Own PAK data
  • USB / HDD
  • Controller
Requires
Your own Quake data: id1/pak0.pak from a shareware or retail copy; retail content also uses id1/pak1.pak. PS2 controller and USB or supported internal HDD storage. No external BIOS file is needed.
Setup & verified files

Extract the release and keep the executable next to id1/. Add your PAK files without renaming them. Start the ELF from the same storage. Optional music goes in id1/music/ as documented WAV/ADP tracks; saves and settings use the memory card in slot 1 in this release.

Quake/{quake.elf,id1/pak0.pak,id1/pak1.pak (retail)}
q1ps2_release_1.1.0.zip619.8 KB · ZIPSHA-256 16e85c15b84a861a39b9b1ecf52f5401c91c654f325650b19849f3529f7fa29fOriginal release file
Package layout
  • q1ps2_release_1.1.0/id1/config.cfg
  • q1ps2_release_1.1.0/quake.elf
Quake II · PS2 engine port original illustrative artwork

Games · 3.22

Quake II · PS2 engine port

A native Quake II engine port for PS2, supplied as a release bundle without the commercial game data. The desktop host-tools archive is a separate project download.

  • Engine port
  • Own retail data
  • Native PS2
  • USB / HDD
Requires
Your own retail Quake II baseq2/pak0.pak, a PS2 pad and USB or supported internal HDD storage. This port’s documented layout and requirements differ from Quake I.
Setup & verified files

Extract the release, keeping quake2.elf next to baseq2/. Add your retail pak0.pak there. Optional video, music and player files remain in their documented subfolders under baseq2. Launch quake2.elf; do not substitute the separate Windows host tools for the console build.

Quake2/{quake2.elf,baseq2/pak0.pak}
q2ps2_release_3.22.zip770.5 KB · ZIPSHA-256 d9b3c6ded7c87edf212b6bd114f8f6dc36b8e9beda7147857bae543d44995b78Original release file
Package layout
  • q2ps2_release_3.22/quake2.elf
  • q2ps2_release_3.22/baseq2/config.cfg

Storage & dependency checklist

  1. Start with a working ELF boot methodA downloaded ELF does not make an unmodified PS2 boot homebrew. Use the model-specific FMCB/OpenTuna guidance above, then launch apps through wLaunchELF or a configured menu. No region bypass is required by these homebrew downloads; the boot method still depends on your model and ROM.
  2. Use a conservative USB starting pointFAT32 USB is the starting layout for these instructions. PS2ME explicitly requires it. Memory Card Annihilator’s mca_new supports exFAT. Do not assume that an older app gains exFAT, SMB or MX4SIO support because OPL can use a device.
  3. Keep package folders and assetsExtract ZIP or TAR.GZ files on your computer before copying them. SuperTux needs its APPS tree at the USB root. PicoDrive needs its skin/config files. A direct ELF is only convenient where its optional or external dependencies are explained on its card.
  4. Separate USB, SMB and internal HDD supportOPL 1.1.0 offers USB, SMB and internal HDD routes; these are OPL features, not universal app services. Internal-HDD tools need a real internal drive interface. The Quake ports document their own USB/APA-PFS loading paths. SMB requires working Ethernet and share settings.
  5. Bring the right data and savesNES cartridge ROMs, Mega CD BIOS files, Java JARs and Quake PAKs are different requirements. They are not included in these runtime downloads. SuperTux includes its free game data. Keep an original save backup and a memory card available for apps that save there.
  6. Match the display and controllerUse a PS2 pad for the documented controls. Follow each app’s PAL/NTSC options; do not force an unsupported display mode. PadOS normal is 4:3 with Widescreen OFF. A theme changes OPL’s interface and does not patch game rendering.