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Old 04-30-2003, 07:17 PM   #1
trudude
ROTT needs to go GBA
Who agrees? Ludicrous Gibs!!!
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Old 04-30-2003, 08:31 PM   #2
PlayfulPuppy
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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Old 05-01-2003, 05:12 AM   #3
Hudson

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Re: ROTT needs to go GBA
ROTT would be awesome but

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Old 05-01-2003, 06:04 AM   #4
Diddl
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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Old 05-01-2003, 04:39 PM   #5
Lord of the Pings
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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Old 05-02-2003, 12:41 AM   #6
Diddl
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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Old 05-02-2003, 06:39 AM   #7
Devil Master
 
Re: ROTT needs to go GBA
What about using the demo data? After all, the levels are different.
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Old 05-02-2003, 08:46 AM   #8
PlayfulPuppy
Re: ROTT needs to go GBA
Quote:
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 ]
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Old 05-02-2003, 01:21 PM   #9
Devil Master
 
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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Old 05-02-2003, 02:19 PM   #10
Diddl
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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Old 05-04-2003, 05:45 AM   #11
PlayfulPuppy
Re: ROTT needs to go GBA
Quote:
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.
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Old 05-04-2003, 09:40 AM   #12
Diddl
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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Old 01-27-2005, 07:03 PM   #13
subbie
Re: ROTT needs to go GBA
Quote:
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.
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Old 04-04-2005, 09:47 AM   #14
Mike359
Re: ROTT needs to go GBA
Quote:
Hudson said:
HALLOWEEN HARRY RULES ALL!!!
YES!
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Old 07-18-2005, 11:02 AM   #15
Tedades

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Re: ROTT needs to go GBA
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)
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Old 02-12-2006, 02:29 PM   #16
Tedades

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Re: ROTT needs to go GBA
Quote:
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.
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Old 02-21-2006, 05:43 PM   #17
souleliminator

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Re: ROTT needs to go GBA
I never played ROTT so it would be a good idea
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Old 02-23-2006, 04:26 AM   #18
Tedades

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Re: ROTT needs to go GBA
Quote:
souleliminator said:
I never played ROTT so it would be a good idea
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.
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Old 02-23-2006, 08:30 AM   #19
souleliminator

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Re: ROTT needs to go GBA
Quote:
Tedades said:
Quote:
souleliminator said:
I never played ROTT so it would be a good idea
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
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Old 02-23-2006, 06:33 PM   #20
jbailey

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Re: ROTT needs to go GBA
What's your pc specs? and what version of rott? (original
executable or winrott)..
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Old 06-12-2006, 08:53 AM   #21
8IronBob

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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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Old 07-29-2006, 11:42 PM   #22
PimPamPet
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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Old 08-06-2006, 07:08 PM   #23
oak man

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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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Old 08-08-2006, 02:20 PM   #24
PimPamPet
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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Old 09-05-2006, 09:35 PM   #25
Telee

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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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Old 09-27-2006, 07:00 PM   #26
ZuljinRaynor

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Re: ROTT needs to go GBA
Quote:
Originally Posted by PimPamPet View Post
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.
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Old 10-03-2006, 02:13 AM   #27
H.Smits

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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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Old 10-06-2006, 11:31 AM   #28
Supreme Eight Ball

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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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Old 12-30-2006, 01:28 PM   #29
H.Smits

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Re: ROTT needs to go GBA
ok, I did some work in my xmas break some WIP screens :







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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Old 01-10-2007, 03:11 AM   #30
Diddl
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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