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#1 |
ROTT needs to go GBA
Who agrees? Ludicrous Gibs!!!
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#2 |
Re: ROTT needs to go GBA
... 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. |
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#3 |
Re: ROTT needs to go GBA
ROTT would be awesome but
HALLOWEEN HARRY RULES ALL!!!
__________________
Staying Frosty Since 09/06/07 - I love you Katie <3 “Software is like sex; it's better when it's free.” - Linus Torvalds “Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us.” - Calvin & Hobbes [INSERT SYSTEM SPECS THAT NO ONE CARES ABOUT HERE] |
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#4 |
Re: ROTT needs to go GBA
This would be great. the performance should enough cause duke3d and doom run's very fine on gba. [img]images/icons/smile.gif[/img]
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#5 |
Re: ROTT needs to go GBA
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. |
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#6 |
Re: ROTT needs to go GBA
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.
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#7 |
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Re: ROTT needs to go GBA
What about using the demo data? After all, the levels are different.
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#8 | |
Re: ROTT needs to go GBA
Quote:
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 ] |
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#9 |
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Re: ROTT needs to go GBA
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!
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#10 |
Re: ROTT needs to go GBA
He's right. maybe we only have to ask 3dr and they would allow to combine demo data with engine? [img]images/icons/rolleyes.gif[/img]
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#11 | |
Re: ROTT needs to go GBA
Quote:
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#12 |
Re: ROTT needs to go GBA
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 ... [img]images/icons/smile.gif[/img] Pogo Shell |
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#13 | |
Re: ROTT needs to go GBA
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Hell if you write the port. I'll gladly write a filesystem for you. |
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#14 | |
Re: ROTT needs to go GBA
Quote:
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#16 | |
Re: ROTT needs to go GBA
Quote:
It does now.
__________________
Money is Power but Power is Priceless. ( DIP ) |
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#17 |
Re: ROTT needs to go GBA
I never played ROTT so it would be a good idea
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#18 | |
Re: ROTT needs to go GBA
Quote:
If features almost anything you want, only co-op is missing.
__________________
Money is Power but Power is Priceless. ( DIP ) |
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#19 | ||
Re: ROTT needs to go GBA
Quote:
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#20 |
Re: ROTT needs to go GBA
What's your pc specs? and what version of rott? (original
executable or winrott).. |
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#21 |
Re: ROTT needs to go GBA
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).
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#22 |
Re: ROTT needs to go GBA
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?).
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#23 |
Re: ROTT needs to go GBA
I wouldn't mind it for the DS, it would run smoother, the D()()M ports were crap.
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#24 |
Re: ROTT needs to go GBA
I actually liked DOOM II on the GBA. Faithful to the original. But I agree the original DOOM port was ass.
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#25 |
Re: ROTT needs to go GBA
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 ![]()
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Smoker incapacitated Telee |
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#26 | |
Re: ROTT needs to go GBA
Quote:
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My vision is augmented. |
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#27 |
Re: ROTT needs to go GBA
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. |
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#28 |
Re: ROTT needs to go GBA
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? ![]() |
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#29 |
Re: ROTT needs to go GBA
ok, I did some work in my xmas break
![]() ![]() ![]() ![]() 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. |
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#30 |
Re: ROTT needs to go GBA
Does anybody know where to find GP32 Rott source. I would try to compile this source with NDSLIB.
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Tags |
gba, rott |
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