XProger
@XProger_san
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PhD. Programmer. Timur Gagiev
Joined August 2011
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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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.
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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Tomb Raider the Angel of Darkness Remastered - (Restored, Added, Improved and Changed) https://t.co/YHbVZarc0f
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New Easter Egg "Ingram" Discovered in Tomb Raider 1-3 Remastered. #tombraider #laracroft #Ingram #NotIngrams #uzis #easteregg #secret #coredesign #tombraiderforum
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I'm working on a benchmark scene to see if it's suitable for "REAL" projects.
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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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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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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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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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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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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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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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In addition to ultrawide and 60 FPS support, I added splitscreen mode up to 4 players (6/5 :^)
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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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