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
As he writes where is a lot of optimisation work ahead.
OpenLara for GBA
Re: OpenLara for GBA
Impressive !
Does this use mode ? How to make sure everything works with only 256 colours ?
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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Re: OpenLara for GBA
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.
Re: OpenLara for GBA
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.
Re: OpenLara for GBA
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.
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Re: OpenLara for GBA
That is very impressive.
Re: OpenLara for GBA
alpha demo https://youtu.be/igEUjEci-eg