Glad this is getting recognition, it's one of the most impressive pieces of GBA homebrew I've ever seen! Hoping that some similar PS1 games might make it over years down the line, would be really cool!
The thought that we might actually get new high quality GBA games makes me so happy. I hope with all my heart that projects like this one get seen through to completion.
Played this on my SP and my mind could not comprehend what I was seeing I mean think When I think of GBA I think of SNES style remakes of mario games, 2D rpgs But this Is a whole other generation
I think of GBA as a portable Sega32X, both have similar features like rotation scaling, 32bits, can run C code and make software rendered 3d polygons But yeah, most of the GBA library is SNES ports and similar
@@l3rvn0I mean, every 2D screen with a CPU is 3D capable. The reason the GBA is NOT 3D is because 3D is far too slow to be useful But it is ALMOST usable. Which is why 3D GBA games a nice goal for homebrew. This being probable the best example out there. Yet, just because talented programers with hours of work into super optimized assembly could make stuff like this. Doesn't mean the GBA is now magically a 3D console
@@sebastiangudino9377 Not really, most older consoles don't give you freedom to draw directly on the screen You have to work with a limited number of sprites with limited sizes That is why most NES games have enemies and objects with similar sizes, and when they want to make a giant boss they usually draw it as a background with the animated parts like hands as sprites The GBA has something called "bitmap mode" that enables you to draw anything pixel by pixel. It's slower, but the freedom that comes with it is what enable games like Doom to run on it without the need of extra chips on the cartridge
@@raszop currently the 3D engine for GBA is sort of "baked-in" to the game for optimization. If someone was to remove the 3D engine, it would still require some more work to make the engine more generic.
@@Roanokekidstech yeah ideally the renderer and *maybe* the physics calculations (like the entity to world collision detection routines) could be separated out into their own thing that you could plug the rest of the game into like with a modern engine though obviously on a system like the gba that's way easier said than done...
@@raszop yeah what they said, the engine and game are obviously pretty tightly coupled together right now so some parts of the engine would need to be redesigned to more easily allow integrating your own game code, I mean yeah you could technically use the current codebase as a base but then at best you'd be stuck making a tomb raider clone, at best...
@@jlewwis1995What about decoupling them, and then making a compiler that takes games made with the LC engine which would then go through an automatic process of optimization based on the coupling they already had?
@BrutalGoober yeah the other parts like the cutscenes wouldn't be very great on gba, I mean, it wasn't meant for it anyways, but. There could be ways it could run, with a bit of downgrading.
I mean, it has the textures and models and stuff of the game, the original also used the grid map, so it kinda just is, except for a lowered render distance, but even that could change with more optimization, like texture compression.
Literally, except for the lowered resolution and worse sound quality. I always love to see what passionate people who love what they do can make, and this is a pure example of that.
Now that the Ocarina of Time decompilation project is basically complete, I'd looooove to see someone try to do this with OoT! These are exciting times for this kind of thing.
@@onlypuppy7 nah.. the only ones who put more polygons on N64 are the rare devs. banjo, conker and perfect dark, the other n64 games have nothing the ps1 can do.
@@richterdelgan123 yeah but this isn't a ps1, it's a gba ocarina of time has a lot happening on screen and large environnement It's a lot more demanding than tomb raider
I think not just the game is amazing, but the developers of the official games didn't used the GBAs full potential, because at that time the devs worked on ps2/Xbox/GameCube/pc games and the gba version was usually just a side project. When the first 3D engine for GBA released the more capable handhelds like DS/N-gage was also released and the psp are in the corner.
I am a game developer working profesionally in the field. I’m sometimes proud of things I do myself, they usually work. But sometimes when I see things like open Lara I’m just realising how dumb am I. I also love retro games and watching interesting things devs used to do to implement them and it makes me even dumber. 202x are times when even dumb people can make games. I couldn’t have that profession if it were 90s or early 2000s. I’m just too dumb. Damn
I've been watching tons of videos online about the new emerging tech in 202X, including stuff like NASA's Artemis project, but seeing Tomb Raider running like this on a GBA is still quite possibly the most impressive thing I've seen since the invention of smartphones. Considering the limitations that the GBA has, it absolutely blows my mind.
It really makes me wonder what else could be ported to the GBA, maybe even reusing a lot of code from this. Imagine seeing other classic PS1 titles like Metal Gear Solid on the Game Boy Advance.
I've been following 3D on GBA since before it was released. There are actually many attempts of 3D engines in official games, many actually do pretty decent (weird games like Drome Racers, Hot wheels, Big mutha truckers for some reason have great for GBA 3D engines). Even so, I still gotta say, Open Lara is just mind blowing. I mean, I remember seeing Tomb Raider on the N Gage and thinking, "This is next level and just not possible on the GBA". I've been proven so wrong!
Cant wait to see your video! (I really hope you make it a series, since I wanna try porting Perfect Dark to the GBA, and OL seems like a good engine to operate with. (Not having faithful controls, never was a fan of the aim mechanics w modern controllers))
Bruh the perfect dark maps are way too high complexity for a gba even with this super optimized engine 😂 They make the n64 run at a crap framerate sometimes just from the geometry alone not to mention the enemy AI, even if you converted all NPCs to 2d sprites (which you would want to do to save as many CPU cycles as possible for world rendering) it wouldn't be enough without simplifying the maps a ton
This is more impressive than Asterix Obelix XXL. That game looked good due to the cartoony nature, but all the characters were sprites, where in this tech demo, all characters, enemies are in 3D as well, there is more geometry in the levels.
@@MilkerMurphy one info about the XXL engine is that it's originally a racing game engine, later upgraded to support moving 3d objects and then upgraded again to support on foot controls and an open world before being used by asterix and obelix XXL
@@sevaarutyunov7301 faceball 2000 isn't really a 3d game but race drivin' is! It's made by argonaut (the guys who made starfox and the super FX chip). They made another 3d game on the Gameboy, it's called "X" and it's a shooter that takes place in space.
Tomb Raider classics where based and built on Square grids. It’s a mainstay in the classics. Also the lines where there in the PS1 and Saturn versions had them.
I really want this to get completed. Wouldn't even mind getting a cartridge with box art and all) instead of using the rom on a flashcard. Just for nostalgia.
¡Es un milagro de la programación! Las bondades 3D que ofrecía Game Boy Advance no fueron debidamente explotadas en su época. Es cierto que un juego así, requeriría de chips especiales que encarecería el producto, pero aún así, creo que hubiese merecido la pena. Saludos desde España 🇪🇦🇪🇺
I wonder if Megaman Legends can run on the GBA as well. The environments are very simple, and the characters are designed to look appealing at low poly. The only problem would be porting the voice acting, but I'm sure a bigger cartdrige can do it. I mean, the N64 version managed to fit the whole game in 32 MB (Minus some sample songs). Sure, the voice acting has lower sound quality, but just use a bigger cartdrige (64 MB or up).
There are A LOT of 3d gba games, likes the need for speed games. But if you liked XXL, then know that the same engine is used for the GBA version of driv3r, and yes it has the open world.
Actually, there are multiple ways to represent a number with a decimal point. There's fixed point, which just sets a decimal point inbetween the bits of what would otherwise be an integer, and then there's floating point, which is way more complicated and certainly not what the GBA is equipped to handle.
@@minignoux4566 okay it was a bit of a stretch, but behold - Quake 1 vertical slice is now playable on GBA at a great framerate! So I wasn't infinitely far off haha
A game from that era sharing a similar style of cube shaped level layout is Descent. Mappig the controls for this game to the few GBA buttons might be the biggest problem though XD
Wouldn't ff7 be relatively simple to port relative to gba? All you have to render is a 2d background, a few 3d character models, maybe some other layers, and effects. This already has multiple similar poly count models on screen at once.
Problem is...what do we do about the cutscenes? Sure, porting the voice acting isn't that hard, and maybe a COUPLE FMVs... But ALL cutscenes? That would require a 128 MB cartdrige AT LEAST.
3D games on GBA I’d love to see: Pathways into Darkness (Bungie, technically 2.5D) Sonic Adventure Burning Rangers Unreal 1 System Shock Deus Ex Crash Bandicoot Croc Sonic R Biohazard Rockman Rockman (Powered Up) Pro Pinball: Timeshock! Half Life
This is mind-bending. This hardware should not be able to run such a complex game at such a frame rate! This is like seeing Doom running on your DOS PC that only ever played 2D games.
I’ve thought about getting into making GBA games recently, although I’ve had one game I’ve been more interested in putting on GBA, Smash. Or more specifically Super Smash Land, but I wanted to make it more Advanced.
That's awesome!! I'm curious to know which buttons are allocated which move, as the GBA only has 4 buttons as opposed to the PS2 which had a total of 8 buttons 😲
It doesn't look much different from the software renderer on PC. That's absolutely insane considering this game was designed to run on something like a Pentium 133 with 16MB or maybe a Pentium 90 with 8MB if you wanted to push it. The GBA has a 16 Mhz CPU with an 8Mhz 8080 based co-processor, 32K of RAM, 256K external RAM and 96K of VRAM. In terms of raw computing power, these specs are equivalent to a lot of machines made nearly a decade before the original game lol. It's crazy just how thoroughly he was able to beat the compiler's optimizations with ASM.
Just 4 leves of the original demo. The developer says that would be possible to fit the entire game in a 32MB cartridge (the biggest one possible, and just a few games used it) but he is focused now in a port to the 3DO... so maybe we never saw a full version, only him can do that...
If they implement a dynamic resolution system, this could run at a smooth 30 or even 60 fps. Just drop the horizontal resolution to half when the performance gets too low. Or the vertical resolution. Or both.
@@TimurGagiev The same polys and vertices are then processed half the ammount of times, because there are only half the ammount of pixels to be rendered. It has to be divided by an intenger, though, otherwise it'll look even worse due to the GBA's nearest neighbor scaling.
@@eymed2023 nope, you still need to transform all vertices and cull & clip all polys no matter what resolution you use. You are talking about fillrate, but it doesn't take 100% of frame time
@@eymed2023 no, it desn't. On 10 fps areas more than 60% of frametime is taken by geometry processing, not a rasterization, i.e. you will get 15 only with black screen.
I think that i have a plan how we can speed up 3D rendering . If this is possible to use the code of this game like a example. Like can you guys imagine how much speed we can get. No need for 3th party rendering like volcan and opengl
I don't think this is feasible, nor would it help with much. Those 3rd party libraries are highly optimized and run just about as well as they possibly can on their target hardware. This is a more impressive feat, and requires low level code, because it's written on a system without 3D acceleration.
@@Blaze-zm7zt I think this person believes that PC games will be faster if we stop using 3D engines and instead write games in assembly, since "writing in assembly" appeared to make this GBA game work so well.
You Should Do The Box Life GBA port, The playable Windows Maze Screensaver for GBA, and What about Mario 64 For GBA, It Will be Like Super Mario FX for SNES
there are two driver gba games maybe you played driver 2, wich is a raycaster if you didn't play driv3r gba, do it... actually play all VDdev gba games
So I understand that the characters are polygonal, but does the world use a raycasting type of engine? I find it hard to believe that this level of performance would be possible using polygons, due to the fact that textures are so expensive. I tried a 3D polygonal renderer on my 58mhz calculator and only got like 10-11fps when using textures, and 30 without them (the amount of polygons is pretty irrelevant below 150 for me).
I want only one thing in this life and that is a 3d de-make of the Simpsons hit and run for GBA it doesn't have to have objectives or missions just as long as I can walk or drive around Springfield then I'm fine.
Glad this is getting recognition, it's one of the most impressive pieces of GBA homebrew I've ever seen! Hoping that some similar PS1 games might make it over years down the line, would be really cool!
I could see resident evil with it's fixed camera and pre-rendered backgrounds do well. Same with Grim Fandango.
@@MurcuryEntertainment Ho boy do i have some news for you:
ruclips.net/video/9va7ugOy5vo/видео.html
I am dying to learn how to homebrew ps1 but there are almost no tutorials.
@@MurcuryEntertainment there was actually a leaked resident evil gba 3d prototype like this, Google it
There was a Metal Gear Solid prototype for gba.
i really hope this trend gets more attention.
The thought that we might actually get new high quality GBA games makes me so happy. I hope with all my heart that projects like this one get seen through to completion.
Played this on my SP and my mind could not comprehend what I was seeing
I mean think
When I think of GBA I think of SNES style remakes of mario games, 2D rpgs
But this Is a whole other generation
I think of GBA as a portable Sega32X, both have similar features like rotation scaling, 32bits, can run C code and make software rendered 3d polygons
But yeah, most of the GBA library is SNES ports and similar
This is such a technical feat. I’m still finding it hard to cope that this is a 2d only console!
It’s not 2d only console
@@raszop technically,no,but the GBA doesn't have proper 3d hardware,so everything heavy 3d was made in software.
@@luisjogos821 It's like the 32X for the Sega Mega Drive, it did all its 3D in software only, but it was regarded as a 3D capable hardware at the time
@@l3rvn0I mean, every 2D screen with a CPU is 3D capable. The reason the GBA is NOT 3D is because 3D is far too slow to be useful
But it is ALMOST usable. Which is why 3D GBA games a nice goal for homebrew. This being probable the best example out there. Yet, just because talented programers with hours of work into super optimized assembly could make stuff like this. Doesn't mean the GBA is now magically a 3D console
@@sebastiangudino9377
Not really, most older consoles don't give you freedom to draw directly on the screen
You have to work with a limited number of sprites with limited sizes
That is why most NES games have enemies and objects with similar sizes, and when they want to make a giant boss they usually draw it as a background with the animated parts like hands as sprites
The GBA has something called "bitmap mode" that enables you to draw anything pixel by pixel. It's slower, but the freedom that comes with it is what enable games like Doom to run on it without the need of extra chips on the cartridge
Maybe people can decouple it from the tomb raider code and have an awesome 3d engine for GBA you could use to make any game (within reason anyway) 👀
Open Lara is literally an open source game engine
@@raszop currently the 3D engine for GBA is sort of "baked-in" to the game for optimization. If someone was to remove the 3D engine, it would still require some more work to make the engine more generic.
@@Roanokekidstech yeah ideally the renderer and *maybe* the physics calculations (like the entity to world collision detection routines) could be separated out into their own thing that you could plug the rest of the game into like with a modern engine though obviously on a system like the gba that's way easier said than done...
@@raszop yeah what they said, the engine and game are obviously pretty tightly coupled together right now so some parts of the engine would need to be redesigned to more easily allow integrating your own game code, I mean yeah you could technically use the current codebase as a base but then at best you'd be stuck making a tomb raider clone, at best...
@@jlewwis1995What about decoupling them, and then making a compiler that takes games made with the LC engine which would then go through an automatic process of optimization based on the coupling they already had?
Can’t wait to see other 3D Games made with this method
Next we need to go for Mario 64
Nahhhh, be more creative
@@nore5888 half life?
@BrutalGoober yeah the other parts like the cutscenes wouldn't be very great on gba, I mean, it wasn't meant for it anyways, but. There could be ways it could run, with a bit of downgrading.
@@nore5888 Super Smash Bros. on GBA
Smash is what I want to see
GEEZ, ok this is like touching near ps1 quality, im very impressed and you bet im gonna try this out
I mean, it has the textures and models and stuff of the game, the original also used the grid map, so it kinda just is, except for a lowered render distance, but even that could change with more optimization, like texture compression.
Literally, except for the lowered resolution and worse sound quality. I always love to see what passionate people who love what they do can make, and this is a pure example of that.
It looks like a straight up rasterizer, using fixed point vertices like the ps1
IIRC yep. But it's all done in software.
I'm really sad there's no archives of BlueRoses eengine dev kit. That was some really impressive tech.
if only we could get a rom of that f1 game
Remember that the black lines between polygons also appear in the PS1 version.
Now that the Ocarina of Time decompilation project is basically complete, I'd looooove to see someone try to do this with OoT! These are exciting times for this kind of thing.
I don't think that's happening
@@EagleP45 oot is a far more demanding game than lara. it would have to be unrecognisably downgraded.
@@onlypuppy7 nah.. the only ones who put more polygons on N64 are the rare devs. banjo, conker and perfect dark, the other n64 games have nothing the ps1 can do.
@@richterdelgan123 what
@@richterdelgan123 yeah but this isn't a ps1, it's a gba
ocarina of time has a lot happening on screen and large environnement
It's a lot more demanding than tomb raider
I think not just the game is amazing, but the developers of the official games didn't used the GBAs full potential, because at that time the devs worked on ps2/Xbox/GameCube/pc games and the gba version was usually just a side project.
When the first 3D engine for GBA released the more capable handhelds like DS/N-gage was also released and the psp are in the corner.
I am a game developer working profesionally in the field. I’m sometimes proud of things I do myself, they usually work. But sometimes when I see things like open Lara I’m just realising how dumb am I. I also love retro games and watching interesting things devs used to do to implement them and it makes me even dumber.
202x are times when even dumb people can make games. I couldn’t have that profession if it were 90s or early 2000s. I’m just too dumb. Damn
I've been watching tons of videos online about the new emerging tech in 202X, including stuff like NASA's Artemis project, but seeing Tomb Raider running like this on a GBA is still quite possibly the most impressive thing I've seen since the invention of smartphones. Considering the limitations that the GBA has, it absolutely blows my mind.
unbelievable
It really makes me wonder what else could be ported to the GBA, maybe even reusing a lot of code from this.
Imagine seeing other classic PS1 titles like Metal Gear Solid on the Game Boy Advance.
Symphony of the Night (even though it's 2D) would feel so great on GBA
Silent Hill/Resident Evil
Syro/Crash
Possibilities are endless...
Imagine a 3D James bond game with this graphics, just perfect.
Goldeneye on GBA. 🧐
I love how this is explained with simple words
I'm glad to hear that! :)
you know what else would be interesting, i'd like to see a silent hill demo on the gba now
this!!
It would be so hard to get that game's incredible aesthetic right using an engine like this but damn I'd love to see someone try!
This is impressive converting early 3D game in to a Gameboy advance
thought of you when i first heard about this, glad to see you doing a video covering this!
Can't wait to see a Crash Bandicoot Trilogy on gba)
Mario 64 on gba
I've been following 3D on GBA since before it was released. There are actually many attempts of 3D engines in official games, many actually do pretty decent (weird games like Drome Racers, Hot wheels, Big mutha truckers for some reason have great for GBA 3D engines). Even so, I still gotta say, Open Lara is just mind blowing. I mean, I remember seeing Tomb Raider on the N Gage and thinking, "This is next level and just not possible on the GBA". I've been proven so wrong!
Hot Wheels Stunt Track Challenge, right?
I hope this game will set course for all 3d GBA games
Cant wait to see your video! (I really hope you make it a series, since I wanna try porting Perfect Dark to the GBA, and OL seems like a good engine to operate with. (Not having faithful controls, never was a fan of the aim mechanics w modern controllers))
Bruh the perfect dark maps are way too high complexity for a gba even with this super optimized engine 😂 They make the n64 run at a crap framerate sometimes just from the geometry alone not to mention the enemy AI, even if you converted all NPCs to 2d sprites (which you would want to do to save as many CPU cycles as possible for world rendering) it wouldn't be enough without simplifying the maps a ton
@@jlewwis1995 Still not gonna stop me, even if I have to just manually remake the maps. I might need help coding the NPCs though...
Would be cool if you took a look at other 3D games on GBA like Asterix&Obelix XXL.
Would be interesting to see how that game worked.
This is more impressive than Asterix Obelix XXL. That game looked good due to the cartoony nature, but all the characters were sprites, where in this tech demo, all characters, enemies are in 3D as well, there is more geometry in the levels.
@@wonphi Well yes, I just want to see in detail how Asterix did it
@@MilkerMurphy one info about the XXL engine is that it's originally a racing game engine, later upgraded to support moving 3d objects and then upgraded again to support on foot controls and an open world before being used by asterix and obelix XXL
I knew it sounds ridiculous but could be super cool if you’d port your raycaster to original gameboy and share experience with us)
I thought about that. It is fun to see all the creative optimizations that have to happen. I might just do that! :)
It would be awesome 100% !!
It's definetly possible, there were raycaster on the gameboy but I don't think the current engine could be ported, a new one however
@@minignoux4566 as for “3d” on gameboy original I only knew about faceball2000 and race driving one)
@@sevaarutyunov7301 faceball 2000 isn't really a 3d game but race drivin' is!
It's made by argonaut (the guys who made starfox and the super FX chip).
They made another 3d game on the Gameboy, it's called "X" and it's a shooter that takes place in space.
This is actually amazing
I've played through this on an emulator on my phone and it's legitimately better than the version on the app store.
Link ?
I love projects like this
That's so impressive!
I wonder if a game such as Rayman 2 could be also ported to GBA. An open source reimplementation of the game already exists.
Holy shit.
I thought VDdevs pushed the GBA to it's limits but this is on a whole other level.
Tomb Raider classics where based and built on Square grids. It’s a mainstay in the classics. Also the lines where there in the PS1 and Saturn versions had them.
I really want this to get completed. Wouldn't even mind getting a cartridge with box art and all) instead of using the rom on a flashcard. Just for nostalgia.
SOOO GLAD I SAW YOUR comment that you program. Amazing channel to nerd out on lo l
I love open source and what you wizards can do with it, like holy crap
I'm hoping Postal can be ported to the GBA someday, lol
If I'm not mistaken, the prog also implemented the psx "z buffer" style too
Great to see your review on this project. Unbelievable work indeed.
It would be interesting to see dino crisis or Resident Evil ported to the Gameboy advance
Gba tutorial would be great!
Awesome video thank you 🙏
Coming soon! :)
¡Es un milagro de la programación! Las bondades 3D que ofrecía Game Boy Advance no fueron debidamente explotadas en su época. Es cierto que un juego así, requeriría de chips especiales que encarecería el producto, pero aún así, creo que hubiese merecido la pena. Saludos desde España 🇪🇦🇪🇺
I wonder if Megaman Legends can run on the GBA as well. The environments are very simple, and the characters are designed to look appealing at low poly.
The only problem would be porting the voice acting, but I'm sure a bigger cartdrige can do it.
I mean, the N64 version managed to fit the whole game in 32 MB (Minus some sample songs). Sure, the voice acting has lower sound quality, but just use a bigger cartdrige (64 MB or up).
Perhaps Mario 64 next. There is a legend already optimizing that game for the N64 parts of which should be able to help a GBA demake.
Or the first Resident Evil. All the possibilities....
@@Dinoslay I think that would be the most realistic dream consider the hardware
What's next? REAL Resident evil 2?
Witchcraft! How do you acquire such power?
Maybe you should make a video on Astrix and obelix xxl for gba, it was also 3d but a lot of people forget about it
There are A LOT of 3d gba games, likes the need for speed games.
But if you liked XXL, then know that the same engine is used for the GBA version of driv3r, and yes it has the open world.
Actually, there are multiple ways to represent a number with a decimal point. There's fixed point, which just sets a decimal point inbetween the bits of what would otherwise be an integer, and then there's floating point, which is way more complicated and certainly not what the GBA is equipped to handle.
I talked to the dev, he's using lookup tables for a lot of the math. It's the only way to get it fast enough.
with this i think even Quake2 could be possible
definetly not
@@minignoux4566 okay it was a bit of a stretch, but behold - Quake 1 vertical slice is now playable on GBA at a great framerate! So I wasn't infinitely far off haha
This is awesome excellent job!!!
A game from that era sharing a similar style of cube shaped level layout is Descent. Mappig the controls for this game to the few GBA buttons might be the biggest problem though XD
That's pretty dammed amazing. How on earth did they manage to get so much done in such a small system!
Wouldn't ff7 be relatively simple to port relative to gba? All you have to render is a 2d background, a few 3d character models, maybe some other layers, and effects. This already has multiple similar poly count models on screen at once.
Problem is...what do we do about the cutscenes?
Sure, porting the voice acting isn't that hard, and maybe a COUPLE FMVs...
But ALL cutscenes? That would require a 128 MB cartdrige AT LEAST.
@@eymed2023 kingdom heart chain of memories, look it up
@@minignoux4566 Yes, I'm aware of that game, but the FMVs were still very limited. And that's not counting the voice acting.
@@eymed2023 Weren't there entire movies on GBA cartridges? Just compress it to shit.
3D games on GBA I’d love to see:
Pathways into Darkness (Bungie, technically 2.5D)
Sonic Adventure
Burning Rangers
Unreal 1
System Shock
Deus Ex
Crash Bandicoot
Croc
Sonic R
Biohazard
Rockman Rockman (Powered Up)
Pro Pinball: Timeshock!
Half Life
Yep. I put this on a game cart and play it on my SP. It is insane! Speechless.
This is mind-bending. This hardware should not be able to run such a complex game at such a frame rate!
This is like seeing Doom running on your DOS PC that only ever played 2D games.
Imagine how far a ds could be pushed with the same support
I’ve thought about getting into making GBA games recently, although I’ve had one game I’ve been more interested in putting on GBA, Smash. Or more specifically Super Smash Land, but I wanted to make it more Advanced.
Hey that's great! I hope to see your GBA ports! :)
Impresionante ❣️(☉。☉)!🔥
This would have been a killer app for the GBA
That's awesome!! I'm curious to know which buttons are allocated which move, as the GBA only has 4 buttons as opposed to the PS2 which had a total of 8 buttons 😲
the crate Tomb Raider on Game Boy Advance that means that probably same time in the future Tomb Raider for n64 as well
Wow. Very cool. Any tips on optimizing code?
I have a lot and I might need to make a full video on it.
A lot of this is through pre-computation of the geometry calculations, using arrays or tables, I've heard.
It doesn't look much different from the software renderer on PC. That's absolutely insane considering this game was designed to run on something like a Pentium 133 with 16MB or maybe a Pentium 90 with 8MB if you wanted to push it. The GBA has a 16 Mhz CPU with an 8Mhz 8080 based co-processor, 32K of RAM, 256K external RAM and 96K of VRAM. In terms of raw computing power, these specs are equivalent to a lot of machines made nearly a decade before the original game lol. It's crazy just how thoroughly he was able to beat the compiler's optimizations with ASM.
The year is 2042, Crysis has been officially ported for the gba, the latest update made raytracing available
This reminds me of the ngage version. Very impressive
i need to get myself a flash cart, i already carry my SP daily and it would be pretty cool to play homebrew on the bus
This is beyond impressive. Is it the full game?
Not yet.
@@Rokabur ok. It's still very much incredible
Just 4 leves of the original demo. The developer says that would be possible to fit the entire game in a 32MB cartridge (the biggest one possible, and just a few games used it) but he is focused now in a port to the 3DO... so maybe we never saw a full version, only him can do that...
@@eduardoanonimo3031 ok. He's clearly very talented, I would love to see a full port
@@eduardoanonimo3031 Isn’t n-gage version is on 32 MB MMC?
i cant wait for this to be put on a cartridge that isn't just one of those sd card ones
If they implement a dynamic resolution system, this could run at a smooth 30 or even 60 fps.
Just drop the horizontal resolution to half when the performance gets too low. Or the vertical resolution. Or both.
Ok, how it'll help to process less polys and vertices? ;)
@@TimurGagiev The same polys and vertices are then processed half the ammount of times, because there are only half the ammount of pixels to be rendered.
It has to be divided by an intenger, though, otherwise it'll look even worse due to the GBA's nearest neighbor scaling.
@@eymed2023 nope, you still need to transform all vertices and cull & clip all polys no matter what resolution you use. You are talking about fillrate, but it doesn't take 100% of frame time
@@TimurGagiev Still, it WOULD improve performance if just for 5-10 frames. Considering the low framerate, that's a big difference.
@@eymed2023 no, it desn't. On 10 fps areas more than 60% of frametime is taken by geometry processing, not a rasterization, i.e. you will get 15 only with black screen.
Olá, sou muito fan do seu canal! seria legal se você fizesse um jogo estilo Skyrim pro gameboy advance
At the time, most 3D on GBA was made using illusions and parallax effects
Now im waiting for zelda 64 gba demo you made to actually become a full port!
I think that i have a plan how we can speed up 3D rendering .
If this is possible to use the code of this game like a example.
Like can you guys imagine how much speed we can get.
No need for 3th party rendering like volcan and opengl
?
I don't think this is feasible, nor would it help with much. Those 3rd party libraries are highly optimized and run just about as well as they possibly can on their target hardware. This is a more impressive feat, and requires low level code, because it's written on a system without 3D acceleration.
Cine, I didn't quite understand his english. Can you tell me what you think he meant?
@@Blaze-zm7zt I think this person believes that PC games will be faster if we stop using 3D engines and instead write games in assembly, since "writing in assembly" appeared to make this GBA game work so well.
because you don't do the crash bandicoot from play 1 to GBA would be good. hopefully you're reading this
Wow who knows maybe 3d ps1 games could be ported to the gba
Nice video!
Thank you! :)
This looks and behave the same as the original this includes the black lines and texture stretching.
You Should Do The Box Life GBA port, The playable Windows Maze Screensaver for GBA, and What about Mario 64 For GBA, It Will be Like Super Mario FX for SNES
So in the future we are able to play ps1 on gba. And ps2 on the ds. It all makes sense. 🤔
With this in mind,just imagine supermario 64 on the gba😁
There is a Driver GBA game that use 3D graphic. But it look flawed. Then, we have a James Bond port for GBA that look impressive.
there are two driver gba games
maybe you played driver 2, wich is a raycaster
if you didn't play driv3r gba, do it... actually play all VDdev gba games
Nossa brabo demais! Seria bom, novos jogos pra esse ano de 2024 pro gameboy advance
i wonder if they could fix the rounding errors by using fixed point decimals to improve accuracy at a slight cost
Open Lara looks awesome
The Nintendo DS’s 3D games often had less than stellar gameplay: for example Bionicles Heroes
I wonder if the 3D Zelda games from N64 could be ported like that.
fnaf in gba please I've been trying to find someone who did it for months but nobody has done it
I want to learn how to program 3d on the Gameboy Advance. I want to make a MegaMan Legends style game.
I posted a GBA tutorial that should help you get started!
❤
Make a resident evil game I'm begging you
So I understand that the characters are polygonal, but does the world use a raycasting type of engine? I find it hard to believe that this level of performance would be possible using polygons, due to the fact that textures are so expensive. I tried a 3D polygonal renderer on my 58mhz calculator and only got like 10-11fps when using textures, and 30 without them (the amount of polygons is pretty irrelevant below 150 for me).
MVG did a video about this recently.
i can see quake 1 already
I want Arena or Daggerfall ported to GBA
Daggerfall would be awesome on the GBA :)
Same bro that would be a fever dream.
We don't even have daggerfall on Android (not counting Dosbox)
I think you should have ran it in full screen at least so we can see more of it
I want only one thing in this life and that is a 3d de-make of the Simpsons hit and run for GBA it doesn't have to have objectives or missions just as long as I can walk or drive around Springfield then I'm fine.
What if 3d gameboy games are boosted with a mod like the GBAccelerator?
Might it be possible to port SM64?