Open XProger opened 8 years ago
I have gamepad support for Mac OS X implemented in my repository in the "joystick" branch. As written, it requires pull request #18 (that's why I haven't opened a pull request for this yet), but if you prefer, I think it should work with the Carbon code as well with a few obvious adjustments.
Note to add for macOS support: The code contains plenty of Carbon function calls. Since there are no direct translations for these to Cocoa (or Metal if we're going even further), they'll have to be rethought.
That didn't show up when I searched. I'm sorry, I should've tried different keywords.
Someone has ported OpenLara to the old Pandora open-source handheld PC back in late September 2018. It can run a bit slow depending on some settings used. Though the creator recommended the shadows setting be set to low so that at least Tomb Raider 1 runs a bit OK on his Pandora unit. See old thread.
He officially announced the port to the OpenPandora repository the day after.
As the Pandora successor, Pyra, is coming on sale next year, I believe the creator will also make a port to that unit that will help the early TR games to run A LOT better with all settings tuned up to the max.
Just going to drop my observations from the 3DS build here, most of these are probably obvious or I've mentioned in Discord. Roughly in order of severity.
ui.h
to use 240.0f
on 3DS, which makes all 2D UI elements render at 1:1 scale, but obviously breaks other things like screen positions since things are expecting double the resolution, e.g. something intended to display in the middle of the screen is now halfway off the screen. Also, some subtitle lines are too wide to fit into 400 pixels.inventory.h
assumes 480 height for displaying the 2D elements on many occasions, as does level.h
for displaying the "Loading..." text. If 2D elements were to be displayed at 1:1 for 3DS (and perhaps PSP?), this would need substantial refactoring to check the height as a variable rather than simply using 480.Are there 3DS binaries distributed somewhere for testing?
@splintercell38 port is incomplete, not ready for public testing yet
Would you consider porting back to the PSX if you could add improvements over the original, such as analogue controller support, better framerate / graphics etc. You could also integrate the Unfinished Business levels into the level order.
@Kroc someday, but non-TR platforms first
How would 32x fare? It was supposed to be the original port then went to Saturn.
id love to see it on 32x. That would be so cool!
Ds/Dsi Please! insert puppy eyes emoji
Just play the GBA version on the DS then. DS is backwards compatible with the GBA.
32x would actually be a different platform
Is there any possibility to port OpenLara to Symbian s60v3?
I bet the Nokia N95 would handle TR1 pretty fine
@Raypuia it's in the list, I've N95 8Gb for it 8)
Love this project! I've been enjoying my Steam TR1 release on 3DS and it's just like absolute magic to me. Seeing that you're working on 32x is quire exciting too.. Will it run OpenLara is the new can it run doom fot me!
Has any work been undertaken on Wii or Wii U? Does the PPC architecture make attacking those more difficult to target?
I hate to impose, but would a re-port to the SEGA Saturn ever be considered? From what I understand the original version only used one Hitachi SH2 and didn't touch the SCU DSP at all, the latter being the key to fast matrix calculations on the system, so it would be amazing to see what the system could do when the hardware is properly utilised. While the 32x port is a marvel to behold, the hardware is ultimately the limiting factor and I can't see anything past TR1 running on it, whereas I can't forsee any reason the Saturn couldn't run every game that was originally released for the PS1 (I'm pretty sure that when Eidos/Core Design said "technical issues" they actually meant was "SONY money") and hopefully all of the work you've already put into paralleling the SH2's in the 32x would be a good basis for the Saturn.
I understand this is a big ask as the Saturn is the only system to use quads/distorted sprites instead of triangles, but it would be a incredible thing to see (for me at least).
Otherwise I'm looking forward to seeing the Atari Jaguar port, though I can imagine it's going to be a challenge achieving texture mapped 3D graphics without completely saturating the bus and leaving nothing for game logic.
Thank you, and happy New Year.