View Full Version : ROTT needs to go GBA
trudude
04-30-2003, 08:17 PM
Who agrees? Ludicrous Gibs!!!
PlayfulPuppy
04-30-2003, 09:31 PM
... hrm... I still have my GBA flash kit here and the GBA libraries...
Sounds like a challenge! I'll see what I can do in my spare time.
Hudson
05-01-2003, 06:12 AM
ROTT would be awesome but
HALLOWEEN HARRY RULES ALL!!!
Diddl
05-01-2003, 07:04 AM
This would be great. the performance should enough cause duke3d and doom run's very fine on gba. images/icons/smile.gif
Lord of the Pings
05-01-2003, 05:39 PM
I was thinking the very same thing myself, but as I am no programmer (yet anywayz) I havent been able to do anything about it.
I would definately like to see a port, be it from a games company, doing an official port, or an unofficial port from fans of ROTT.
Diddl
05-02-2003, 01:41 AM
i think, there will be some problems with this port. after writing the engine for gba we need a tool to extract game data from original game and merge it with the engine. cause game data are not free and so you can't offer the whole ROM.
Devil Master
05-02-2003, 07:39 AM
What about using the demo data? After all, the levels are different.
PlayfulPuppy
05-02-2003, 09:46 AM
Originally posted by Diddl:
i think, there will be some problems with this port. after writing the engine for gba we need a tool to extract game data from original game and merge it with the engine. cause game data are not free and so you can't offer the whole ROM. <font size="2" face="Verdana, Arial">Argh, actually crap he's right, I forgot, the GBA doesn't actually have any kind of file system, so all the files have to actually be actually *included* in the source code. And 3DRealms doesn't allow any redistribution (Or conversion I believe) of the game data.
Gah, that puts paid to those plans, sorry guys. :\
[edit] And that goes for the demo data as well, if I remember correctly.
[ 05-02-2003, 09:49 AM: Message edited by: PlayfulPuppy ]
Devil Master
05-02-2003, 02:21 PM
But it has already been done with the Dreamcast conversion! The CD image includes the demo data as well as the executable in a single file!
Diddl
05-02-2003, 03:19 PM
He's right. maybe we only have to ask 3dr and they would allow to combine demo data with engine? images/icons/rolleyes.gif
PlayfulPuppy
05-04-2003, 06:45 AM
Originally posted by Devil Master:
But it has already been done with the Dreamcast conversion! The CD image includes the demo data as well as the executable in a single file! <font size="2" face="Verdana, Arial">A CD image is different, as it contains it's own filesystem which includes the original, unaltered files.
Diddl
05-04-2003, 10:40 AM
the problem is the file system?
there is a solution for gba. do you know PogoShell?? it's a nice feature, allows to store pictures, midi and other files and to 'start' this files. PogoShell would maybe solve our problems ... images/icons/smile.gif
Pogo Shell (http://www.obsession.se/pocket/shell.html)
subbie
01-27-2005, 07:03 PM
PlayfulPuppy said:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Diddl:
<strong> i think, there will be some problems with this port. after writing the engine for gba we need a tool to extract game data from original game and merge it with the engine. cause game data are not free and so you can't offer the whole ROM. </strong></font><hr /></blockquote><font size="2" face="Verdana, Arial">Argh, actually crap he's right, I forgot, the GBA doesn't actually have any kind of file system, so all the files have to actually be actually *included* in the source code. And 3DRealms doesn't allow any redistribution (Or conversion I believe) of the game data.
Gah, that puts paid to those plans, sorry guys. :\
[edit] And that goes for the demo data as well, if I remember correctly.
<small>[ 05-02-2003, 09:49 AM: Message edited by: PlayfulPuppy ]</small>
But you can easly write a file system that merges onto the end of the rom that the user can do them self. So its the user them self who has to attach the game data files that they own.
Hell if you write the port. I'll gladly write a filesystem for you.
Mike359
04-04-2005, 10:47 AM
Hudson said:
HALLOWEEN HARRY RULES ALL!!!
YES! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Tedades
07-18-2005, 12:02 PM
Their is a GP32 port, the GP32 uses the GBA devkit...
Maybe someone should find the GP32 Rott source and recompile it for GBA?
(Damn, why does GBA have DN3D and GP32 hasnt)
Tedades
02-12-2006, 02:29 PM
Tedades said:
Their is a GP32 port, the GP32 uses the GBA devkit...
Maybe someone should find the GP32 Rott source and recompile it for GBA?
(Damn, why does GBA have DN3D and GP32 hasnt)
(Damn, why does GBA have DN3D and GP32 hasnt)
It does now. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
souleliminator
02-21-2006, 05:43 PM
I never played ROTT so it would be a good idea http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Tedades
02-23-2006, 04:26 AM
souleliminator said:
I never played ROTT so it would be a good idea http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Rott rules, surely out-dated graphics now but it was so cool for its time.
If features almost anything you want, only co-op is missing.
souleliminator
02-23-2006, 08:30 AM
Tedades said:
souleliminator said:
I never played ROTT so it would be a good idea http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Rott rules, surely out-dated graphics now but it was so cool for its time.
If features almost anything you want, only co-op is missing.
just tried to play the shareware version but it wont run on my pc http://forums.3drealms.com/ubbthreads/images/graemlins/mad.gif
jbailey
02-23-2006, 06:33 PM
What's your pc specs? and what version of rott? (original
executable or winrott)..
8IronBob
06-12-2006, 09:53 AM
Yeah, I still have yet to use my GBA devkit that I have laying around, and what a perfect game to have on the GBA than ROTT (Shadow Warrior would be too complex for the GBA, IMHO). Well, if anyone has emulated ROTT onto a GBA, lemme know, and just send the modified code, and I'll see how well it plays, just gotta grab my old CD-ROM and extract the required files on my end (may need to blow the dust off, because it's been too long).
PimPamPet
07-30-2006, 12:42 AM
I agree this game would be incredible on a GBA. If done properly (faithful to the original). If someone is to attempt this, I'll gladly contribute in some fashion (I'm not a programmer, but perhaps I could do something else?).
oak man
08-06-2006, 08:08 PM
I wouldn't mind it for the DS, it would run smoother, the D()()M ports were crap.
PimPamPet
08-08-2006, 03:20 PM
I actually liked DOOM II on the GBA. Faithful to the original. But I agree the original DOOM port was ass.
Telee
09-05-2006, 10:35 PM
Yargh, bumpage! (sorry :/)
Anyway, I would love to have ROTT on GBA! Portable Consoles need to have more FPSs, they would keep me busy on a road trip for a looooong time :)
ZuljinRaynor
09-27-2006, 08:00 PM
I actually liked DOOM II on the GBA. Faithful to the original. But I agree the original DOOM port was ass.
Not faithful... really. T rated... and why? Blood is green. :mryuck:
H.Smits
10-03-2006, 03:13 AM
I love playing around wit my GBA devkit, and I always do homebrew projects in my
spare time. So I went a head and created a new 3D engine. It’s between build and Quake,
I’m going to use sprites and stuff but it can rotated around all axis (so real lookup and
down). I used some ROTT textures to see how it looked, and I liked it.
I might do a port of ROTT, if time and the code (I don’t know how dirty it is) let me.
Also, the engine is now 100% written in C. Because of that, it’s not so fast (between 10
and 20 FPS but that’s without game logics). So I probably need to rewrite some functions
in ASM first.
Supreme Eight Ball
10-06-2006, 12:31 PM
About the file system...
I am not a programmer, but I think that it should work just like an emulator for the GBA. The best solution IMHO would be a little program that would scan the ROTT directory, search for ROTT data files (shareware or full), convert them (perhaps an option for resampling textures) if required and build a GBA ROM with the ROTT port and required files.
But IIRC, ROTT need 8Mbytes of RAM to work. Could it really be ported to a GBA? :o
H.Smits
12-30-2006, 01:28 PM
ok, I did some work in my xmas break :) some WIP screens :
http://www.tremorsoftware.eu/meuk/rott001.gif
http://www.tremorsoftware.eu/meuk/rott002.gif
http://www.tremorsoftware.eu/meuk/rott003.gif
As you can see the engine is 'true' 3D, so all kind of cool effects
are possible (like looking up and down). At the moment I'm working
on a good stable rott port, but I'm not sure when it's going to be done.
Diddl
01-10-2007, 03:11 AM
Does anybody know where to find GP32 Rott source. I would try to compile this source with NDSLIB.
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