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#1 |
Tomb Editor
Join Date: Mar 2010
Location: Italy
Posts: 506
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Hi
![]() I've said in the past weeks that I was working on a new project. And now, it's time to announce it. This new project is called TR5Main and takes its name from TR2Main by Arsunt, the project who inspired my work. Thanks to Asunt teachings, I was able to patch PCTomb5.exe for adding a new external DLL, of course called TR5Main.dll. What will I do with this DLL? A lot of stuff ![]() Decompilation of functions With the ability of referencing functions and variables inside the EXE space, like for TR2Main, I can selectively decompile functions of my interest for expanding limits or changing some behaviours of the game. Patching Sometimes decompiling a function is too hard, expecially for changeing just a bit of code. In this case, the DLL patches at runtime the EXE memory for adding new functionalities. Adding objects from past TRs Exposing the EXE code inside the DLL, I can directly port objects and traps from other TRs to TR5. I've reused all the MIP slots and I have expanded a bit the object list up to 498 slots (TR5 unpatched has 460 slots). New platform code And now the part that mostly excited guys on Discord ![]() For sure you know that TR5 is written with old APIs, all deprecated. DirectInput, DirectSound, DirectDraw, etc. The main goal is to port everything to a more modern system using DirectX 9 and Win32 apis. I've already deleted DirectInput from the EXE (I use only Win32 apis now). And I'm writing a new renderer with DirectX 9 ![]() Here's what I've already done:
If the project will be completed, TR5Main will become the official engine of Tomb Editor and this will allow me to do also small little changes inside the file format for adding custom functionalities. Now it's time for some pictures ![]() ![]() ![]() ![]() ![]()
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Tomb Editor Main developer Last edited by MontyTRC; 21-07-18 at 15:29. |
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#2 |
Tomb Raider
Join Date: Aug 2008
Location: Poland, Warsaw Gender: Male
Posts: 12,047
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This project seems extremely promising and personally I can wait to get my hands on it.
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#3 |
Tomb Editor
Join Date: Mar 2010
Location: Italy
Posts: 506
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There's a lot of work to do. But now I have the base blocks: cameras, rooms, objects, text, render to texture. Now I can add functions more easily.
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Tomb Editor Main developer |
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#4 |
Administrator
Join Date: Jun 2000
Posts: 60,731
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Many awesome.
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#5 |
Archaeologist
Join Date: Apr 2009
Location: Switzerland
Posts: 1,440
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Amazing! Can't wait to see more too
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Here is my life in the spotlight, spotlight... ♪ |
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#6 |
Explorer
Join Date: Jul 2010
Location: Italy
Posts: 855
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Is that a sort of TRNG for TR5?
Will we able to use skins like this on TR5 levels? https://www.deviantart.com/lgg-produ...tfit-754603335 I would like to see those old enemies in TRNG too ![]() I'm curious about this project and I love TR5 ![]()
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I hope in some good news about TRNG! Last edited by LGG_PRODUCTION; 21-07-18 at 16:07. |
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#7 |
Hobbyist
Join Date: Mar 2012
Location: United States
Posts: 88
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Ooh, this is exciting! I've been wanting this kind of stuff for a long time, so it's good to see the team working on this! I look forward to seeing how things go in the long run.
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#8 |
Inactive
Join Date: Dec 2006
Location: France
Posts: 31,967
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Wow this sounds really exciting! Great work!
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#9 |
Golden
Join Date: Oct 2009
Posts: 11,527
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Is it possible to add the missing functions from the PSX versions?
e.g. Room type echoes and footsteps |
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#10 |
Hobbyist
Join Date: May 2018
Location: France
Posts: 3
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That sounds interesting, I hope we will be able to use TRNG with this!
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