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Hey everyone, it's update time! Buckle up, because a whole lot of progress has been made since the previous update video. What is this? This fan project aims to replicate Tomb Raider 2 on the Sega Saturn, or at least to an extent. Its method of approach firstly takes original Tomb Raider 2 assets, that are then "downgraded" (barely) to the Tomb Raider 1 format, and finally converted to the Saturn format, all with custom-written tools. Secondly, it takes the original Tomb Raider 1 Saturn engine as a base and uses code injection to implement any relevant Tomb Raider 2 functionality, basically forming a hybrid engine. Current state What started out as merely a TR2 simulation on Saturn, then as a proof-of-concept demo, has over time turned into a full-on passion project I never thought I would be able to reach, with most of the game now being in a playable state. Below is a breakdown of all TR2 levels and their current state on Saturn. Playability factors include level-specific gameplay logic, performance and visuals. Croft Manor : mostly playable (with missing assault course timer) 1. Great Wall : fully playable 2. Venice : fully playable 3. Bartoli's Hideout : fully playable 4. Opera House : partially playable (with gameplay in WIP) 5. Offshore Rig : fully playable 6. Diving Area : fully playable 7. 40 Fathoms : fully playable 8. Wreck of the Maria Doria : fully playable 9. Living Quarters : fully playable 10. The Deck : fully playable 11. Tibetan Foothills : not attempted yet (with good prognosis) 12. Barkhang Monastery : not attempted yet (with bad prognosis due to massive scale) 13. Catacombs of the Talion : fully playable 14. Ice Palace : fully playable 15. Temple of Xian : unplayable (due to massive scale) 16. Floating Islands : mostly playable (with bad performance in open areas) 17. The Dragon's Lair : not attempted yet (with good prognosis) Home Sweet Home : not attempted yet (with good prognosis) As you can see, most levels are now in a playable state, with a few more having high to very high potential. However, the two largest levels are extremely problematic due to their extraordinary scale. Tests with sound effects have been done for certain levels, with promising results. What the future holds (technical) Now that major features have been successfully implemented, such as dynamic lighting, wading, climbing and even a new vehicle, I've realized that the sky is the limit. I fully expect to implement some of Lara's new weapons down the line, and maybe elements such as the horizon eventually. For the two most problematic levels, I have some ideas to save on memory. For instance, I might have to pack the room data the way the PSX version does it. However, even with this technique applied, I can't make any promises on these two levels making it without significant compromises. Frame data packing (that TR2 introduced) has already been implemented, which other larger levels did benefit nicely from. Another slightly problematic level, Floating Islands, suffers from horrible performance in the huge open section in the beginning. Reducing the draw distance has made a significant improvement, but it's still not up to fully playable standards. I will have to think of a way to either utilize more of Saturn's power (possibly even VDP2) or, more realistically, optimize the drawing code and level geometry. Demo plans While I still can't make any promises on a demo anytime soon, I'm doing my very best to make it a reality sooner or later. It's important for me to achieve the highest quality user experience I can provide on the Saturn. There are a few things that currently aren't up to my standards, such as the save feature and some other inventory related stuff. Polishing these smaller features is quite frankly not always exciting to work on and will take time. Thank you for watching! Special thanks to retro dad and modern lad for testing and to Trxye for technical suggestions. If you'd like to support me and my work, feel free to donate through this donation link: https://www.paypal.com/donate/?hosted...