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platforms #15

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19 of 40 tasks
XProger opened this issue Sep 12, 2016 · 17 comments
Open
19 of 40 tasks

platforms #15

XProger opened this issue Sep 12, 2016 · 17 comments
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@XProger
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XProger commented Sep 12, 2016

  • Web
  • Windows
  • Linux
  • macOS
  • Raspberry Pi
  • Clover NES/SNES Mini Classic
  • PlayStation Classic
  • Windows Phone 8+
  • Android
  • iOS
  • PSP (TODO: render to texture, simple shadows, UI bars, lightning)
  • PSV (TODO: graphics features and performance)
  • TI-Nspire (TODO: optimization)
  • BittBoy (TODO: optimization)
  • RG350
  • 3DS (TODO: water distortion, shadows)
  • Switch
  • Xbox Original (TODO: water distortion, shadows)
  • Xbox One
  • GBA #368
  • 3DO #370
  • 32X #407
  • NDS #408
  • N64 #409
  • WM5 #410
  • DOS #411
  • GNW #420
  • Mac OS X (PowerPC)
  • Symbian OS S60 3rd
  • BlackBerry RimOS
  • PS2
  • PS3
  • PS4
  • Dreamcast
  • GameCube
  • Wii
  • Wii U
  • Xbox 360
  • Atari Jaguar
  • Amiga 1200
@XProger XProger added this to the Tomb Raider Anniversary milestone Sep 12, 2016
@XProger XProger self-assigned this Sep 12, 2016
XProger added a commit that referenced this issue Sep 12, 2016
…roller height for collisions, #8 add camera rotation (right mouse button), #10 add color dodge for caustics, #15 fix mouse buttons check for Windows, change canvas size of 1280x720 for HTML5
XProger added a commit that referenced this issue Sep 13, 2016
XProger added a commit that referenced this issue Sep 26, 2016
… smoke & sparks sprite sequences, #15 split long time steps to 1/30 steps
XProger added a commit that referenced this issue Oct 5, 2016
…in32 console mode only for DEBUG configuration
XProger added a commit that referenced this issue Oct 6, 2016
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XProger added a commit that referenced this issue Nov 15, 2016
…ara's chest moving while moving blocks; #3 head & chest IK; #15 preventing closing page by Ctrl + W (request)
@cochrane
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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.

XProger added a commit that referenced this issue Nov 23, 2016
… add rewind mode for samples; #14 add basic AI logic for bears and bats; #3 health, death and basic inventory logic; #15 add fast & slow-motion while holding R & T keys
@XProger XProger modified the milestones: alpha 1, alpha 2 Nov 26, 2016
XProger added a commit that referenced this issue Nov 26, 2016
XProger added a commit that referenced this issue Dec 19, 2016
…zle flash alpha; increase light radius by 2; #15 WebGL version on Safari/Edge fix audio and shadows support
XProger added a commit that referenced this issue Dec 25, 2016
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XProger added a commit that referenced this issue Mar 9, 2019
…; rename osGetTime to osGetTimeMS; reverberation effect optimizations;
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@vaguerant
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vaguerant commented Jun 25, 2019

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.

  • loading saves from the title screen locks up the game, need to start either a New Game or visit Lara's Home first then load from the menu
  • loading St. Francis' Folly crashes the software all the way out to the 3DS Home Menu after the level's opening FMV
  • Action button can trigger actions from large distances, seemingly anywhere in the same room as an actionable object (e.g. items, push blocks)
  • inventory backdrop fade effect doesn't work, inventory displays against Loading screen instead
  • the Nintendo-specific reversed Confirm/Cancel controls are not used in the Save Game popup at the save crystals (likely also relevant to the Switch build)
    • not a 3DS issue at all, but all Japanese and other Asian region PlayStations (including OpenLara targets PS3, PS4, PSP, PSV, PSC) also use the "Nintendo" layout in native software, so it may be worth including rules for building with Japanese controls on those platforms, too
  • setting Lighting quality to High in the menu results in flickering, setting Shadow quality to Medium or High results in a distorted, flying second Lara appearing in the center of the screen--changing quality settings too often (possibly just lighting) eventually crashes the game
    • changing the Lighting setting away from Low seems to irreversibly reduce the lighting. Even returning to the menu and enabling Low quality lighting again maintains the dimmed image. The game seems to boot up with the brighter "Low" lighting no matter what setting is used, but changing it brings back the dimmer look.
  • 2D UI/HUD elements (e.g. subtitles, item names, etc.) appear to be displayed at less than 1:1 scale on the 240p 3DS screen, which can make them hard to read
    • this can be changed by adjusting this line in 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.
      • it looks like 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.

@splintercell38
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Are there 3DS binaries distributed somewhere for testing?

@XProger
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XProger commented Jun 29, 2019

@splintercell38 port is incomplete, not ready for public testing yet

@XProger XProger mentioned this issue Dec 31, 2021
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@Kroc
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Kroc commented Jan 15, 2022

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.

@XProger
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XProger commented Jan 15, 2022

@Kroc someday, but non-TR platforms first

@vanhalendlrband
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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!

@jonasisozen
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Ds/Dsi Please! insert puppy eyes emoji

@vanhalendlrband
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Just play the GBA version on the DS then. DS is backwards compatible with the GBA.

32x would actually be a different platform

@Raypuia
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Raypuia commented Jan 17, 2022

Is there any possibility to port OpenLara to Symbian s60v3?

I bet the Nokia N95 would handle TR1 pretty fine

@XProger
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XProger commented Jan 17, 2022

@Raypuia it's in the list, I've N95 8Gb for it 8)

@t0mgerman
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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?

@FuzzyWuggzy
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FuzzyWuggzy commented Jan 1, 2024

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.

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