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platforms #15
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… smoke & sparks sprite sequences, #15 split long time steps to 1/30 steps
…in32 console mode only for DEBUG configuration
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. |
…zle flash alpha; increase light radius by 2; #15 WebGL version on Safari/Edge fix audio and shadows support
…; rename osGetTime to osGetTimeMS; reverberation effect optimizations;
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.
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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. |
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