OpenLara for GBA

Discussion of programming and development for the original Game Boy and Game Boy Color.
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aa-dav
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OpenLara for GBA

Post by aa-dav » Mon Aug 17, 2020 3:22 am

XProger (creator of OpenLara - opensource Tomb Raider engine) strarted to port engine to GBA.
Github: https://github.com/XProger/OpenLara
WebGL demo of OpenLara: http://xproger.info/projects/OpenLara/

GBA image of demo of flying through first level: http://xproger.info/projects/OpenLara/f ... 200817.gba
Image

As he writes where is a lot of optimisation work ahead.

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Bregalad
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Re: OpenLara for GBA

Post by Bregalad » Mon Aug 17, 2020 3:30 am

Impressive !
Does this use mode ? How to make sure everything works with only 256 colours ?
Useless, lumbering half-wits don't scare us.

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aa-dav
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Re: OpenLara for GBA

Post by aa-dav » Mon Aug 17, 2020 3:34 am

Bregalad wrote:
Mon Aug 17, 2020 3:30 am
Impressive !
Does this use mode ? How to make sure everything works with only 256 colours ?
As he says he uses mode 4 (240x160x8).
AFAIR Tomb Raider 1 on PC used 320x200x8bpp and 256 colours are native for it.

Oziphantom
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Re: OpenLara for GBA

Post by Oziphantom » Tue Aug 18, 2020 5:04 am

I would love to port this to 3DS, I want to know if the 3D mode makes it easier to judge things. I would think it could probably run the game fairly easily.

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aa-dav
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Re: OpenLara for GBA

Post by aa-dav » Tue Aug 18, 2020 6:51 am

It seems to me he plans to port OpenLara to 3DS too. And Wii and GameCube also. But it's unclear and I'll ask for sure.

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XProger
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Re: OpenLara for GBA

Post by XProger » Tue Aug 18, 2020 8:27 am

Oziphantom wrote:
Tue Aug 18, 2020 5:04 am
I would love to port this to 3DS
There is other ports of OpenLara on github page including version for 3DS (also 2DS) with autostereoscopy support. It's not finished, no shadows and I didn't decide what to show on the second screen... but it's fully playable especially on the New 2DS/3DS :)

DS, GameCube, Wii and Wii U in my plan.

For now GBA version is just a tech demo. I use mode 4, mode 5 is optional by simple define in the code, but I didn't get a significant benefits with it. Shading works via palette indices remapping table by the light/fog intensity value 0..31. Probably I will add some physics and animation soon, but framerate in some cases drops to 6 FPS.
Image

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XProger
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Re: OpenLara for GBA

Post by XProger » Fri Sep 11, 2020 10:19 am

Video of the current state. Rom is available here.

Oziphantom
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Re: OpenLara for GBA

Post by Oziphantom » Fri Sep 11, 2020 11:54 pm

That is very impressive.

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