How will the full version work? I presume you can't distribute a GBA ROM with all of Tomb Raider 1 in it. Will we need to compile it with the Tomb Raider data ourselves, like with the PrBoom port?
Probably. Or maybe he can write a tool that converts and attaches the assets to the rom. GBFS like.How will the full version work? I presume you can't distribute a GBA ROM with all of Tomb Raider 1 in it. Will we need to compile it with the Tomb Raider data ourselves, like with the PrBoom port?
Wow, thanks for the great service! :-)
Just wanted to say "thanks", it's so great to see people still doing really great things with the GBA hardware. You're doing impressive work, I look forward to seeing more!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.
thanksIt can be compiled now, here's the latest commit, there have been a few changes since Github's binary. Maybe not related to GBA, idk.
Thanks, this includes fixes for a few minor issues with the GBA version:It can be compiled now, here's the latest commit, there have been a few changes since Github's binary. Maybe not related to GBA, idk.
GBA micro-optimizations, move sound buffers into VRAM, move Ordering Table into IWRAM, rewrite lines and fill routine to ARM, remove unused rasterizeG, use jump table for rasterization routines
commit 0a481523b124a11f302f740f400d1aa44738ff0d (HEAD -> master, origin/master, origin/HEAD)
Author: XProger <[email protected]>
Date: Fri Jan 21 04:34:34 2022 +0300
#368 fix weapon state while moving the block
commit 2c8f55a22b2dc25bc82d3dab0aebe04e61e82d9f
Author: XProger <[email protected]>
Date: Fri Jan 21 04:24:52 2022 +0300
#368 GBA TEX_2PX akill texturing, fix FTA/GTA unaligned VRAM write
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.