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PC古墓丽影一代资料片Unfinished Business被高手移植到土星了

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圣骑士

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 楼主| 发表于 2023-10-7 23:11  ·  四川 | 显示全部楼层 |阅读模式
本帖最后由 chenke 于 2023-10-8 13:31 编辑

链接:https://pan.luryl.com/s/1JzIAOaYMh-rT8pJ2cPRsdw?pwd=r5ty





Out now! Please read the description before downloading.

After 27 years, Lara Croft has finally returned to the Sega Saturn, in Tomb Raider: Unfinished Business. This expansion to the original Tomb Raider was released exclusively for the PC back in 1998, with lead development by Phil Campbell. It brings Lara back to Egypt, where things will seem familiar at first, but are soon to get more and more mysterious. Lara then returns to where she originally left off, in a highly action-packed Atlantis, where a brutal battle with the last remaining mutants awaits her. Unfinished Business was received well by fans in particular and is still considered a must-play game to this day. It was ported twice to the PlayStation 1, with the first attempt released in 2014.

A Saturn port was long overdue. I originally started development back in early 2022. Much like the PS1 ports, my Saturn port uses the original Tomb Raider engine. I admittedly had no insight into Saturn's specifications, so I hardly knew what I was getting myself into. Data conversion went pretty smoothly at first, until it was time to import level textures: memory limitations caused all levels to crash, except one. These limits were expected, given that the PS1 ports suffered the same during development. However, it turned out that memory was a much bigger problem on the Saturn, due to different memory management.

In order to prevent the memory from breaching, data had to be seriously optimized. Various tricks and techniques were invented and implemented by me over a long period of time, and proved to be quite successful. Unused meshes and animations were deleted, while duplicate meshes and animations were reused. Required pathfinding data that's used for climbing enemies was forcefully removed, since none of the enemies in Unfinished Business can climb anyway. Two huge alternate rooms in one level were removed, with the difference being replicated in a much more efficient way. And then there were many, many more tricks applied. Eventually, I managed to make every level work without any noticeable compromises.

There's so much more to talk about, but for now I'll just say it has been such a fulfilling journey working on this project. A very special thank you to Retro dad, who has shown tremendous support and dedication this year, providing all the feedback I needed in order to make this a quality experience. Check out his awesome Sega channel here: @retrodadandmodernlad9857

Without further ado, I hope you enjoy Tomb Raider: Unfinished Business on the Sega Saturn!

Key features
- Three different regions: American (NTSC-U), European (PAL-E) and Japanese (NTSC-J)
- Expert edition (no NTSC-J for now): Atlantis levels first and inventory reset for Egypt levels, based on how it was originally intended by the developer
- Improved texture and SFX quality compared to the OG Saturn releases
- Restored and corrected SFX and sprites
- Correctly rotated/mirrored object textures
- Subdivided meshes (to reduce warping)
- Ability to perform the handstand
- Ambience (wind/heartbeat) tracks playing almost continuously
- New loading screens
- New statistics screen
- Extended credits (ported from the NTSC-J version and modified)
- Gym loading screen in the PAL version (ported from the NTSC-U version)
- Fixed crocodile distance damage bug
- Improved rendering for certain texture surfaces

Current issues
- [PAL] Fatal rendering issue at certain angles near walls. This issue has the potential to affect the following areas in particular (spoilers):
* "Return to Egypt": getting hit by the boulder right before the third secret;
* Atlantis levels: getting too close to the winged mutants.
- [ALL] Temporary corrupted textures after a static camera view is interrupted. To avoid this, don't press any buttons until the camera has refocused on Lara again.
- [ALL] The ambience track in the Atlantis levels might pause when a mutant explodes near you. Open and close the inventory to resume the audio.

Credits
Ported by...
JRTombRaider/RetroRaiderJohn: level/object/sound/sprite data conversion and optimization (done with custom tools), game executable patching, artwork design and conversion

With special thanks to...
- Retro dad and modern lad: extensive QA, suggestions and support
- RingsOfSaturn (RoS): rendering patch for improved surfaces and additional fullscreen fixes, visual QA and suggestions
- Spyros: artwork help
- Troye: gameplay testing and suggestions
- Cyblitzer: gameplay testing and suggestions
- SuiKazeRaider: Atlantean Stronghold crash fix (PC version)
- Dominik: object modification advice
- Arsunt: fix for crocodile distance damage bug (PC version)
- Esppiral & paul_met: fullscreen patch and centering

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圣骑士

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发表于 2023-10-8 12:33  ·  四川 | 显示全部楼层
土星3d机能实在是一言难尽记得当年在ss实机上玩初代古墓一片糊ps上就好不少,虽然也是一片马赛克。

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发表于 2023-10-8 12:53  ·  广西 | 显示全部楼层
土星画面不行,半透明效果缺失,帧数低,手柄玩TPS不适应

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发表于 2023-10-9 11:22  ·  广西 | 显示全部楼层
这画面多边形控制的这么扎实感觉都不像土星游戏了

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发表于 2023-10-9 12:00  ·  江苏 | 显示全部楼层
我想玩生化2土星版。

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发表于 2023-10-9 12:52  ·  重庆 | 显示全部楼层
前几天在PPX论坛看到国外玩家把古墓3黄金版移植到PS1上

弑神者

Akira905 Studio

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发表于 2023-10-9 13:10  ·  福建 | 显示全部楼层
视频的画质是用实机的吗。一言难尽啊,,,

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发表于 2023-10-10 14:54  ·  湖南 | 显示全部楼层
感谢分享,我保存了。这个资料片是因为流程不长还是什么原因,容量只有70多M,还是因为解压后比较大呢?

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发表于 2023-10-10 19:44  ·  重庆 | 显示全部楼层
zero9527 发表于 2023-10-10 14:54
感谢分享,我保存了。这个资料片是因为流程不长还是什么原因,容量只有70多M,还是因为解压后比较大呢? ...

资料片本来就内容就比本传少,加上没有CG动画原因体积小很正常,很多 PS1游戏去除CG动画本身程序内容都只有几十MB

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发表于 2023-10-11 09:30  ·  湖南 | 显示全部楼层
keller315 发表于 2023-10-10 19:44
资料片本来就内容就比本传少,加上没有CG动画原因体积小很正常,很多 PS1游戏去除CG动画本身程序内容都只 ...

好的,之前一般土星游戏都有个200多M,我还以为下错了。
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