OpenLara - GBA port

patters

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I came back after a 16 year absence to say that the main build works fine on my original EZFlash IV (white MiniSD version). I don't need to use the build for slow flashcarts. I'm using the newer SDHC firmware v2.05 with an 8GB SDHC MicroSD inside a MiniSD adaptor.

This OpenLara port is a truly astonishing piece of optimised coding.
 

Segger

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Wow! I'm surprised it worked at all let alone right away.

gbaLara.jpg


I'm also using an older EZ-Flash IV

FlashMem.jpg


Seriously impressive!
 

patters

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In order to pack the level data, I'm sure you're probably aware - the Nokia N-Gage version of Tomb Raider apparently manages to shrink this down to 6.8MB somehow. I'm assuming this is perhaps unpacked during app installation, but that does suggest that it should be possible to squeeze into a respectable size for the GBA. Will the game fit in 16MB, or is 32MB looking likely?
 

XProger

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In order to pack the level data, I'm sure you're probably aware - the Nokia N-Gage version of Tomb Raider apparently manages to shrink this down to 6.8MB somehow. I'm assuming this is perhaps unpacked during app installation, but that does suggest that it should be possible to squeeze into a respectable size for the GBA. Will the game fit in 16MB, or is 32MB looking likely?
N-Gage version uses PSX data (27mb without music), packed via DZ packer to 6.6 mb. I can't use the same approach because GBA doesn't have enough RAM to store uncompressed data even for one level.
 

Tarmfot

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Have you tried enabling v-sync in the game options menu? I too had a display problem but by activating this option everything is back to normal, you should try ;)

I'm sorry. I cannot find "enabling v-sync" in the game options menu. :(
 

XDel

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Hi guys, I'm the lead developer of OpenLara engine.
More than year ago I released a tech demo, back then I was not sure that the GBA is capable for such game. But over time I improved my ARM skills, found new ways to optimize rendering and logic. The result is what I can honestly call an alpha version. There are many further improvements in the plan, as well as optimization of content and video to fit the entire Tomb Rader game in a 32 MB cartridge, but so far only 3 levels are available.
Crazy!
 

Creamu

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Hello,

thank you for making this truely mindblowing port. It is exciting to see how you are able to improve your efforts to make this ps1 classic run on the GBA. With your experience working on this port, do you think you are reaching the absolute limits or do you think other titles that are even more complex would be plausible to port to the GBA?
 
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