Hey everyone! I've been working on decompiling the source code for Tomb Raider: Chronicles (PSX) over the past two years now. We're starting to see in-game graphics in the emulated PSXPC_N branch.
Video
I thought some of you might be interested, feel free to come along and make contributions
TOMB5 (via GitHub)
GitHub/TOMB5
Tomb Raider: Chronicles (Decompile)
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- Interested PSXDEV User
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- lamb_of_senpai
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Looks great! I actually stumbled upon your project a while ago when I was doing some decompiling myself and found it to be really interesting and useful. If there are any particular techniques/insights you've discovered in your research of the code I'd be really interested to hear them.
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Shadow Verified
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Bloody hell, that's going to be a mission to reverse. Why Tomb Raider though. Why not do something more popular like Gran Turismo or Crash Team Racing. It would be awesome to add in Link-Cable support to Crash Team Racing or Gran Turismo
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
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Thanks!lamb_of_senpai wrote: ↑February 20th, 2019, 4:47 pm Looks great! I actually stumbled upon your project a while ago when I was doing some decompiling myself and found it to be really interesting and useful. If there are any particular techniques/insights you've discovered in your research of the code I'd be really interested to hear them.
I will definitely consider writing something up with hints, tips and techniques on decompiling PSX games at a later point. It's just tedious and time consuming work. After two years we finally have the title screen showing.
I chose Tomb Raider: Chronicles because I'm a fan of Tomb Raider. Also, we have debugging symbols for the PSX version of this game which makes reverse engineering much easier. There are other popular games which I wanted to decompile such as Legacy of Kain: Soul Reaver but unfortunately I cannot work on these other projects since it's already enough hassle with just one.
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We actually wrote a PSX SDK HLE emulator to get the project running across PC, Linux and Mac. It is still a work in progress though and there are many features missing from the emulator and some bugs to fix.
PSXPC (OpenGL Emulated)
PSX
Cheers.
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Hi,
I'm glad you found my gte code useful, you didn't credit me but I know it so well that I can recognize it anyway
Where did you copy it from? It's been taken by a few people who claimed it as their own over the years.
I'm glad you found my gte code useful, you didn't credit me but I know it so well that I can recognize it anyway
Where did you copy it from? It's been taken by a few people who claimed it as their own over the years.
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- Interested PSXDEV User
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Hi, thanks for letting me know. It's actually taken from PCSX-R emulator for now. In the future all GTE code will be stripped out (This is mostly used for experimental purposes on the PSXPC_N code path for TOMB5). I am more than happy to credit you for the work you did on that GTE emulator. Will update the readme credits section accordingly. (Note: GTE addition is relatively new to the project).
Cheers.
What are you going to replace it with?Gh0stBlade wrote: ↑June 12th, 2019, 12:42 amIn the future all GTE code will be stripped out (This is mostly used for experimental purposes on the PSXPC_N code path for TOMB5).
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