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Old 06-12-2006, 08:56 AM   #1
8IronBob

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How would a GBA SP version of SW work?
Well, I have this devkit for GBA, and I'm looking to use the source code, modify it, and port it to a handheld. However, with the limited controls that the GBA has, I really can't think how a complex game like Shadow Warrior would work on that? I know that Duke 3D was ported to the GBA (at least I thought that's what Duke Advance was). However, how would a port to a GBA for Shadow Warrior work, if that were to be the case?
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Old 06-24-2006, 07:04 PM   #2
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Re: How would a GBA SP version of SW work?
It was a port of Duke3d, kind of, new everything though. It'd be possible, look to Duke3DGBA for inspiration.
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Old 06-24-2006, 07:55 PM   #3
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Re: How would a GBA SP version of SW work?
There wouldn't be any of those awesome items, vehicles and massive battles and explosions though.
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Old 06-24-2006, 08:13 PM   #4
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Re: How would a GBA SP version of SW work?
IIRC, Duke GBA had everything and more that D3D did.
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Old 06-24-2006, 08:32 PM   #5
John

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Re: How would a GBA SP version of SW work?
Yes but Duke3D didnt have vehicles and the better looking explosions (and colors) that Shadow Warrior did.
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Old 06-24-2006, 08:50 PM   #6
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Re: How would a GBA SP version of SW work?
That's because SW came out two years after D3D.
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Old 07-03-2006, 03:08 PM   #7
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Re: How would a GBA SP version of SW work?
Thats irrelevant though, in "basics" its the same engine with a few enhancements. In theory it'd still work.
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Old 07-03-2006, 09:58 PM   #8
IceColdDuke
Re: How would a GBA SP version of SW work?
3DRealms didn't change the build engine in either Duke3d or Shadow Warrior(just because they didn't have the source code to it heh). So in theory you have to strip out the audio library or port over the one from Duke3DGBA, and fix mabye some syntax problems and use Duke3DGBA's build library and you should have a simi working GBA port, probley not as stable might have similar bugs as the early Icculus SW port had.
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Old 07-03-2006, 10:48 PM   #9
8IronBob

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Re: How would a GBA SP version of SW work?
Same's true with Blood, since that, too was on a similar engine to Build called MapEdit, but that would probably even work better than SW would on the GBA, but SW, at its core, can still be ported, albeit limited in what you can do...
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Old 07-04-2006, 11:31 AM   #10
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Re: How would a GBA SP version of SW work?
Quote:
Originally Posted by 8IronBob
Same's true with Blood, since that, too was on a similar engine to Build called MapEdit, but that would probably even work better than SW would on the GBA, but SW, at its core, can still be ported, albeit limited in what you can do...
Why do you make posts about things that you have absolutely no idea about?
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Old 07-04-2006, 11:41 AM   #11
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Re: How would a GBA SP version of SW work?
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Old 09-29-2006, 08:19 AM   #12
H.Smits

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Re: How would a GBA SP version of SW work?
Quote:
Originally Posted by 8IronBob View Post
Well, I have this devkit for GBA, and I'm looking to use the source code, modify it, and port it to a handheld. However, with the limited controls that the GBA has, I really can't think how a complex game like Shadow Warrior would work on that? I know that Duke 3D was ported to the GBA (at least I thought that's what Duke Advance was). However, how would a port to a GBA for Shadow Warrior work, if that were to be the case?
Well, first you need to write your own 3D engine. Don't try to port Build
because it needs so much rewriting if you want it to run on GBA, that your
better of making your own.

Duke Advance doesn't run on Build either; it's a new engine.

Second; the source (of SW) needs to be rewriten for most part too, and
even when you get it all done; it's probably very slow and not worth the
effort.

Rise of The Triad would be a better pick to port. Sure, you would need to
rewrite that too. But there's quite a good change it would run smooth and
nice. And programming an 'advanced' wolfenstein engine wouldn't be too hard
either.
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Old 09-29-2006, 05:41 PM   #13
GodBlitZor
 

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Re: How would a GBA SP version of SW work?
Quote:
Originally Posted by 8IronBob View Post
Same's true with Blood, since that, too was on a similar engine to Build called MapEdit
No, it was an older build or BUILD.
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Old 12-11-2006, 12:17 PM   #14
8IronBob

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Re: How would a GBA SP version of SW work?
Ahh, okay. So you're saying that PSP would be the better handheld than GBA, roger that.
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Old 12-24-2006, 02:45 PM   #15
Commando Nukem

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Re: How would a GBA SP version of SW work?
Quote:
Originally Posted by H.Smits View Post
Well, first you need to write your own 3D engine. Don't try to port Build
because it needs so much rewriting if you want it to run on GBA, that your
better of making your own.

Duke Advance doesn't run on Build either; it's a new engine.

Second; the source (of SW) needs to be rewriten for most part too, and
even when you get it all done; it's probably very slow and not worth the
effort.

Rise of The Triad would be a better pick to port. Sure, you would need to
rewrite that too. But there's quite a good change it would run smooth and
nice. And programming an 'advanced' wolfenstein engine wouldn't be too hard
either.
Waitaminute, its a new engine? Huh. It does feel a little more "Doomey". I guess that makes sense, since it needed to be less of a powerhouse for the GBA. I just assumed since it all but looked like Build that it was. Guess that shows I don't know as much as I thought about DNA... heh
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Old 06-16-2008, 08:18 AM   #16
Jinroh

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Re: How would a GBA SP version of SW work?
Quote:
Originally Posted by H.Smits
Duke Advance doesn't run on Build either; it's a new engine.
Yes, Hugo's Right, DNA used a BSP-Based Rendering Engine more similar to DooM. There's an interview here that confirms it:
DNA Interview

The developers just used the strengths of the engine along with tricks and special additions to the BSP renderer to make it more Duke-like and less DooM-like.

If you're interested in coding a BSP rendering engine, you can find good information in Andre' LaMothe's book Tricks of the 3D Game Programming Gurus. Additionally here's a nice rundown of BSP rendering http://www.soulsphere.org/stuffage/bsp/

Quote:
Originally Posted by H.Smits
Rise of The Triad would be a better pick to port. Sure, you would need to
rewrite that too. But there's quite a good change it would run smooth and
nice. And programming an 'advanced' wolfenstein engine wouldn't be too hard
either.
Additionally I agree here as well, ROTT used an offshoot of the Wolf3D engine though it was highly customized. It would be able to more quickly be ported, though if you could get a hold of the JESPA 3D source you could use that. Jespa3D
Last edited by Jinroh; 06-16-2008 at 08:21 AM.
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Old 06-16-2008, 10:00 AM   #17
Kitsumi32
Re: How would a GBA SP version of SW work?
Quote:
Originally Posted by TerminX View Post
Why do you make posts about things that you have absolutely no idea about?
BWAHAHA! I think I want to quote that.



Anywhoo 8IronBob, as a previous owner of the GBA game, I can tell you that (according to the framerate in some areas) the GBA couldn't quite handle DN3D, so I HIGHLY doubt the GBA would be able to handle Shadow Warrior. Maybe it was just my GBA or something, but IMO the port left a lot to be desired. If you manage to get it on there, however, more power to you!

I think you should port it to DS. That would be better.
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Old 06-17-2008, 08:17 AM   #18
Jinroh

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Re: How would a GBA SP version of SW work?
Quote:
Originally Posted by Kitsume32
I think you should port it to DS. That would be better.
Amen.
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Old 06-17-2008, 04:23 PM   #19
Kitsumi32
Re: How would a GBA SP version of SW work?
I also agree with the people who say ROTT needs to be ported, however ROTT is already on PSP and fantastic.
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Old 06-18-2008, 06:32 AM   #20
Jinroh

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Re: How would a GBA SP version of SW work?
ROTT is actually on the DS too, if that is what you meant.

ROTT DS

It plays well and is a very good port, it is as of yet unfinished so it freezes very rarely (but only sometimes after saving your game thankfully ), but it does, and there is no music support yet.
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Old 07-04-2008, 01:35 PM   #21
necroslut

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Re: How would a GBA SP version of SW work?
Quote:
Originally Posted by GodBlitZor View Post
It was a port of Duke3d, kind of, new everything though. It'd be possible, look to Duke3DGBA for inspiration.
Quote:
Originally Posted by GodBlitZor View Post
IIRC, Duke GBA had everything and more that D3D did.
Duke Nukem Advance was really nothing like Duke Nukem 3D, it was pretty much a completely different (and much less advanced) game that used some of the same sprites, or are you talking about an unlicensed Duke 3D port for GBA that I don't know about?
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