www.tombraiderforums.com  

Go Back   www.tombraiderforums.com > Tomb Raider Level Editor and Modding > Tomb Raider Level Editor > Tomb Engine

Closed Thread
 
Thread Tools
Old 21-07-18, 15:22   #1
MontyTRC
Tomb Editor
 
MontyTRC's Avatar
 
Join Date: Mar 2010
Location: Italy
Posts: 506
Default Announcing the TR5Main Project

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:
  • Expanded statics limit up to 1000 statics
  • Increased number of concurrent active items up to 32
  • Removed DirectInput and used Win32 apis
  • Ported some old decompiled enemies to TR5: shark, diver, tiger, cobra, spikey wall, tribes man, tiger, baracudda, t-rex, spinning disk blade
  • New renderer: I can already render and play levels. Already working: Lara with skinning, hairs with skinning, rooms with vertex colors, moveables and statics, flyby cameras, triggers, text rendering (with true type fonts!), horizon, bars
  • Bigger game buffer (128 MB instead of... 5 MB)
  • Some bugs of the original EXE already fixed

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







__________________
Tomb Editor Main developer

Last edited by MontyTRC; 21-07-18 at 15:29.
MontyTRC is offline  
Old 21-07-18, 15:41   #2
Caesum
Tomb Raider
 
Caesum's Avatar
 
Join Date: Aug 2008
Location: Poland, Warsaw Gender: Male
Posts: 12,047
Default

This project seems extremely promising and personally I can wait to get my hands on it. Judging by the sound of it it seems you are already quite far in production too.
Caesum is offline  
Old 21-07-18, 15:46   #3
MontyTRC
Tomb Editor
 
MontyTRC's Avatar
 
Join Date: Mar 2010
Location: Italy
Posts: 506
Default

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.
__________________
Tomb Editor Main developer
MontyTRC is offline  
Old 21-07-18, 15:50   #4
tlr online
Administrator
 
tlr online's Avatar
 
Join Date: Jun 2000
Posts: 60,731
Default

Many awesome.
tlr online is offline  
Old 21-07-18, 15:52   #5
Shakira Croft
Archaeologist
 
Shakira Croft's Avatar
 
Join Date: Apr 2009
Location: Switzerland
Posts: 1,440
Default

Amazing! Can't wait to see more too
__________________
Here is my life in the spotlight, spotlight... ♪
Shakira Croft is offline  
Old 21-07-18, 16:04   #6
LGG_PRODUCTION
Explorer
 
LGG_PRODUCTION's Avatar
 
Join Date: Jul 2010
Location: Italy
Posts: 855
Default

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
__________________
I hope in some good news about TRNG!

Last edited by LGG_PRODUCTION; 21-07-18 at 16:07.
LGG_PRODUCTION is offline  
Old 21-07-18, 16:27   #7
RocketLombax
Hobbyist
 
RocketLombax's Avatar
 
Join Date: Mar 2012
Location: United States
Posts: 88
Default

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.
RocketLombax is offline  
Old 21-07-18, 17:00   #8
Alex Fly
Inactive
 
Alex Fly's Avatar
 
Join Date: Dec 2006
Location: France
Posts: 31,967
Smile

Wow this sounds really exciting! Great work!
Alex Fly is offline  
Old 21-07-18, 18:20   #9
klona
Golden
 
klona's Avatar
 
Join Date: Oct 2009
Posts: 11,527
Default

Is it possible to add the missing functions from the PSX versions?
e.g. Room type echoes and footsteps
klona is online now  
Old 21-07-18, 18:21   #10
Quasar NEO
Hobbyist
 
Quasar NEO's Avatar
 
Join Date: May 2018
Location: France
Posts: 3
Default

That sounds interesting, I hope we will be able to use TRNG with this!
Quasar NEO is offline  
Closed Thread

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 07:56.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.