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@XProger_san

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PhD. Programmer. Timur Gagiev

Joined August 2011
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@XProger_san
XProger
2 years
For those who are still interested in the fate of OpenLara and my other projects, they are on hold. For the past year I've been busy with a dream project that has become the culmination of the last 8 years of my life - Tomb Raider I-III Remastered. (1/4)
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@ID_AA_Carmack
John Carmack
14 days
He was already well into a storied career, but I first knew “Burger” Bill Heineman as a big fish in the small pond of the Apple IIGS community at the start of the 90s, known for doing state of the art low level optimization on a platform with very limited commercial prospects.
@ScottApogee
Scott Miller - Apogee/3D Realms Founder ☢️
16 days
A game industry legend died a few mins ago, Rebecca Heineman (@burgerbecky), taken away by aggressive lung cancer. She oversaw the porting of Wizordum to the Mac OS most recently for Apogee. My local friends would often have dinner with her and I loved her industry stories and
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@XProger_san
XProger
2 months
Tomb Raider the Angel of Darkness Remastered - (Restored, Added, Improved and Changed) https://t.co/YHbVZarc0f
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@ZellphieVideo
Zellphie
4 months
New Easter Egg "Ingram" Discovered in Tomb Raider 1-3 Remastered. #tombraider #laracroft #Ingram #NotIngrams #uzis #easteregg #secret #coredesign #tombraiderforum
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@XProger_san
XProger
5 months
I'm working on a benchmark scene to see if it's suitable for "REAL" projects.
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@XProger_san
XProger
5 months
A relatively cheap way to use 4-bit normal mapping on 3DO. For each of the 16 colors in the CLUT we need to calculate the dot product (4 x mat4 x vec4) and use it as a new palette. This requires re-rendering the geometry with mul blending, but it's worth it... right? 8)
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@XProger_san
XProger
8 months
The #PSX is known for polygon jitter, one reason being the integer positioning of vertices relative to the screen grid. Meanwhile, the #3DO GPU supports subpixel positions, and here's how the difference looks.
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@XProger_san
XProger
8 months
wipEout in cinema! 8)
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@XProger_san
XProger
8 months
The current active project is Half-Life on #PSX. There is enough info about data formats on the net, and there is Xash3D available to look at, so no reverse engineering is required, work in progress now. #halfa
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@XProger_san
XProger
8 months
As usual, I learned a lot of new and useful things along the way and someday I'll tell you about all the finds. There is a feeling that the project is feasible, so it is in an active phase. But for now only Windows version is playable (2/2)
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@XProger_san
XProger
8 months
The next project is similar to #F3600. Leaked source of Mortal Kombat 3 (W95/PSX) and Mortal Kombat Trilogy (N64) have been online for a long time. I decided to try porting MK3 to #3DO (1/2) #MK3DO
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@XProger_san
XProger
8 months
For this, I chose the starting location of Metal Gear Solid, and along the way learned how the game is structured and some tricks. The game is obviously too difficult for the 3DO, but I had to try! 8) (2/2)
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@XProger_san
XProger
8 months
At some point, I learned how to perform math in supervisor mode on #3DO. Which allow CPU to do some useful work while the math coprocessor calculating the next vertex. Synthetic tests showed a speed boost, so I decided to try the new approach on more real data. (1/2) #mgs3do
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@XProger_san
XProger
8 months
The main goal was to write a NES emulator for #3DO. The first builds showed disappointing results, it was decided to rewrite everything more tightly in ARM assembler, and that's where it all ended, for now (2/2)
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@XProger_san
XProger
8 months
In between crunches, I decided to take a little break and write an NES emulator. There are plenty of resources on this topic on the net, so it turned out to be a relatively enjoyable exercise for weekends. There is also a page on github ( https://t.co/B1Wmwglnah) (1/2) #nes3DO
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@XProger_san
XProger
8 months
It's unplayable, but ported on Windows and Linux. After understanding the basics of the game structure, I began to look for ways to contact Capcom to pitch remasters, so far in vain (2/2)
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@XProger_san
XProger
8 months
At some point I decided to "investigate" the classic Resident Evil engine works. There are already several reverse-engineering and HD remaster projects, so it was not difficult to get the first result. There is a page on github ( https://t.co/kyxLO5kVlp) (1/2) #OpenResident
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@XProger_san
XProger
8 months
In addition to ultrawide and 60 FPS support, I added splitscreen mode up to 4 players (6/5 :^)
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@XProger_san
XProger
8 months
I still believe in the demand for an official remaster of the trilogy and will continue to look for ways to reach out to Sony. (5/5)
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@XProger_san
XProger
8 months
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@XProger_san
XProger
8 months
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