06-12-2006, 08:56 AM | #1 |
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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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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06-24-2006, 07:55 PM | #3 |
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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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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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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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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07-03-2006, 09:58 PM | #8 |
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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07-03-2006, 10:48 PM | #9 |
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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07-04-2006, 11:31 AM | #10 | |
Re: How would a GBA SP version of SW work?
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07-04-2006, 11:41 AM | #11 |
Re: How would a GBA SP version of SW work?
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09-29-2006, 08:19 AM | #12 | |
Re: How would a GBA SP version of SW work?
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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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09-29-2006, 05:41 PM | #13 |
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Re: How would a GBA SP version of SW work?
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12-11-2006, 12:17 PM | #14 |
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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12-24-2006, 02:45 PM | #15 | |
Re: How would a GBA SP version of SW work?
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06-16-2008, 08:18 AM | #16 | ||
Re: How would a GBA SP version of SW work?
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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:
Last edited by Jinroh; 06-16-2008 at 08:21 AM.
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06-16-2008, 10:00 AM | #17 | |
Re: How would a GBA SP version of SW work?
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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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06-17-2008, 08:17 AM | #18 | |
Re: How would a GBA SP version of SW work?
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06-17-2008, 04:23 PM | #19 |
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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06-18-2008, 06:32 AM | #20 |
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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07-04-2008, 01:35 PM | #21 | |
Re: How would a GBA SP version of SW work?
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