JRTombRaiderVersion 1.1 is 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 well-received 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 hardware specifications, so I hardly knew what I was getting myself into. Data conversion actually did go 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 vaulting enemies was forcefully removed, since none of the enemies in Unfinished Business can vault 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) - Separate expert edition: 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 (just like in the original) - New artwork - 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 most notably presents itself when getting close to the winged mutants and when getting hit by the boulder right before the third secret in "Return to Egypt". - [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-written 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: crocodile distance damage bug fix (PC version) - Esppiral & paul_met: fullscreen patch and centering
[Saturn] Tomb Raider: Unfinished Business - Launch TrailerJRTombRaider2023-10-06 | Version 1.1 is 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 well-received 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 hardware specifications, so I hardly knew what I was getting myself into. Data conversion actually did go 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 vaulting enemies was forcefully removed, since none of the enemies in Unfinished Business can vault 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) - Separate expert edition: 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 (just like in the original) - New artwork - 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 most notably presents itself when getting close to the winged mutants and when getting hit by the boulder right before the third secret in "Return to Egypt". - [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-written 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: crocodile distance damage bug fix (PC version) - Esppiral & paul_met: fullscreen patch and centering
If you'd like to support me, feel free to donate through this donation link: https://shorturl.at/pvDKU[Saturn] Tomb Raider II - E3 Demo (TR1 Engine Test #3)JRTombRaider2024-07-26 | I present to you updated gameplay footage of the level "Bartoli's Hideout" (E3 1997 version) on the Sega Saturn, with some notable new features (among a few others) since my previous E3 video: - TR2 enemy behaviour (for all E3 levels currently) - TR2 trap functionality - braid functionality - save-anywhere system - improved swimming and free camera (TR2+) - fly cheat - TR2 health bar and UI
To do next: - wading functionality - wall climbing (huge change) - breakable windows (expanded object detection system while shooting)
While my approach will never allow for a complete TR2 Saturn port, there are a lot of cool possibilities I'm aiming for, with huge potential to create a unique, new experience for the Saturn community. I've already implemented many features I didn't even dream of, so I'm very hopeful and excited for what the future of this project will hold. Now it's time for a short break, but there should be more to come later this year!
If you'd like to support me and my work, feel free to donate through this donation link: paypal.com/donate/?hosted_button_id=Y2FH4B68S3GBG[PC] Tomb Raider 1 - Cutscene 4: Lara vs Natla (Extended Sega Saturn Ending)JRTombRaider2023-09-15 | This cutscene has an extended ending in the (European and North American) Sega Saturn releases, where Lara stands up and faces the giant pod. I've extracted all relevant data from the Saturn version for this cutscene and imported it into the PC version. You can download the extended cutscene file here: mediafire.com/file/z4lofv3y9ytbcdd/CUT4.PHD/file[Saturn] Tomb Raider II - E3 Demo (TR1 Engine Test #2)JRTombRaider2023-04-10 | Here's an update video of my Tomb Raider II project for the Saturn, that shows all three E3 levels running on the TR1 engine. I put it on hold for nearly half a year and have recently started getting back into it again. Since my previous video, object conversion is finalized and a few modifications have been made to the engine. You'll also notice that some sound effects have been updated.
Enemy behaviour was originally not something within the scope of this project, but I've learned a lot about the engine since then and I'm confident that at least partially functioning enemies should be doable (through code injection). I'm also going to implement the fly cheat to allow easier access to inaccessible areas. I might even see if I can get Lara's braid to work. Overall, I have great plans for this project and see huge potential to make this a neat little experience for the Saturn players.
However, don't expect anything more than a demo to come out of this (with a few missing elements, like dynamic lighting). A full port won't ever be made possible by me, because my approach won't allow it. So please keep your expectations realistic.[Saturn] Tomb Raider II - Tibet E3 Demo (TR1 Engine Test #1)JRTombRaider2022-10-13 | Please read the description before watching: This video will give you an idea of what an alpha build of Tomb Raider II might have looked like on the Sega Saturn, before Sony got the exclusivity deal and the Saturn port was subsequently cancelled. It gives you a quick look at the Tibet level from the TR2 E3 1997 demo, running on the TR1 Saturn engine.
Mesh data conversion is still in progress, so all objects and static meshes are left out for now. Enemies will be left out completely, as the TR1 engine has no AI for them and it's nearly impossible to add all this back in. However, full exploration of all three E3 levels and interaction with most other objects will still be possible.[Saturn] Tomb Raider: Unfinished Business - Temple of the Cat (W.I.P.)JRTombRaider2022-07-01 | Here's some gameplay footage of Temple of the Cat running on the TR1 Sega Saturn engine. This is from an old test build, which also happens to be the latest. I won't be returning to this project for another while, so I felt it was worth showing the current state of this level to fill the void a bit. You might notice how certain textures are quite blurry (regardless of camera distance). The goal is that (most of) these textures will be full-sized when I've optimized enough data i.e. allowed enough memory. I do think there's a lot of potential to make Unfinished Business on Saturn a worthwhile experience. Once again, to be continued.[PSX] Tomb Raider 3 (Beta, 05-10-1998) - Cutscene Comparison: AntarcticaJRTombRaider2022-03-16 | The October 5th version of this cutscene is brighter and (partially due to this) has more noticeable clipping issues. It also has different camera angles, missing items (in character's hands) and some texture issues, all of which it has in common with other cutscenes from this build. Another difference compared to the final version is that Willard's knee area has a white discoloration (1:24).
This cutscene originally had too much animation frame data in the October 5th build (and in even later builds), causing the game to crash during loading. In order to get it to load properly, the amount of frame data needed to be reduced by increasing the frame interpolation. I was feeling curious about this cutscene and wrote a quick little program to handle the frame reduction. The modified cutscene file can be downloaded here: mediafire.com/file/4k6ytytnym4s0se/CUT3-oct5-fixed.PSX/file Use a tool like psx-mode2 to replace CUT3.PSX with this file in your October 5th disc image.[PSX] Tomb Raider III - Deleted Cutscene (CUT10)JRTombRaider2022-03-10 | I managed to load a deleted (and unfinished) cutscene, internally named CUT10, into a TR3 PSX demo from late August of 1998. CUT10 was removed from the final game for unknown reasons, but the file is still present in the October 5th PSX build. So far it has never been shown fully animated before, until now. Note that there's no audio known for this cutscene, so I used a track that I thought fits well.
The CUT10 file is dated September 9th and is therefore incompatible with the October 5th build. Last year, a TR3 demo leaked, dated August 28th. Selecting new game shows the Nevada quadbike crash cutscene first, before loading Area 51. The fact that this demo has the functionality to display cutscenes is very convenient (and somewhat unusual for a demo). This randomly occured to me today and gave me the idea to swap the cutscene file with CUT10, just to see what would happen. (The motivation being that this build date is a lot closer to the cutscene file date, making the potential for compatibility much higher.) After doing some minor file modification, it loaded perfectly. So there you have it, after all these years. Enjoy!
You can download the Area 51 PSX demo with this cutscene here: mega.nz/file/DUJR1SIY#LeSpnjOrHosNu3Bl3XwLI8w0d4zH8q3-O8kjuyRIr2M An altered PC cutscene file is now also included, with the CUT10 anim imported.[Saturn] Tomb Raider: Unfinished Business (W.I.P.)JRTombRaider2022-02-18 | I've been working on a Sega Saturn level conversion of Tomb Raider: Unfinished Business these past few weeks. I'm going to be busy with other things for a while, but I was excited to show my latest progress and couldn't wait. This video shows the first three levels in their current state, with some more work left to be done, although I'm pretty satisfied for the most part.
There are some severe memory limits on the Tomb Raider Saturn engine, making the Egypt levels in particular very difficult to stay within these limits. I've performed a few data optimization tricks and Atlantean Stronghold looks and plays wonderfully now (besides lag, but that's unavoidable). The Hive exceeds no limits at all, so both levels are almost done (after fixing two minor issues).
I had to think of some more drastic optimization tricks for Return to Egypt (with a few more that I've yet to implement) and it's looking pretty decently now, apart from a bunch of textures that I've had to reduce in size. (This also explains why the star-studded sky in Egypt isn't really visible yet.) I'll do my best to keep (most of) these textures in their original resolution, after I've finished optimizing the level and object data. Temple of the Cat will prove to be even more challenging in this regard, seeing as it has more textures and about the same data size in other areas. To be continued, hopefully within the next two months![PSX] Tomb Raider II - E3 1997 (Full Demo)JRTombRaider2022-01-03 | This is an unofficial "port" of the Tomb Raider II E3 demo, done by me. Download link: archive.org/details/tr2-e3-psx Check the Readme in the disc image (.bin) for more info and credits!Tomb Raider III - Run The Gauntlet (E3 1998 Demo) Video CompilationJRTombRaider2018-01-05 | This video is a compilation of various TR3 E3 media, connected in logical order to demonstrate continuity of the showcased demo section, called "Run The Gauntlet". The order is based on screenshots dated shortly after E3, which appear to be sequential and in resemblance to what was shown at the actual E3 event in 1998. There's some footage in this video that wasn't used in E3 sources (at least not as far as I know), but was included anyway due to their similarity with this demo. Given the scarce documentation of certain areas in this demo, I felt it was important to show off as much as possible, even if the quality left much to be desired (most notably the IGN footage).
I also included some brief footage from an unknown build shown during E3 coverage (Stargame Multishow and Cybernet) at the end. I felt it couldn't hurt to add it in, even though the South Pacific location is vastly different than shown in the actual E3 demo and is seemingly closer to the final build (despite the green TR2 ammo font, which feels rather contradictory).
15. Electronic Entertainment Expo 1998 | E3 98 - Parte 1 | Psygnosis e Eidos | Stargame Multishow [5:09 - 5:16] youtube.com/watch?v=hKdXnhNI23w
16. Cybernet E3 1998 Unknown link
Screenshots: 17. TRIII Digital Press KitER S5E04 - Vanishing Act Clip (Tomb Raider)JRTombRaider2016-05-12 | Just a small clip from an ER episode, which shows some early Tomb Raider III gameplay and Tomb Raider merchandise. The episode, ''Vanishing Act'', originally aired on October 15th 1998.
Reported by DragonSlayer on Tomb Raider Forums: http://www.tombraiderforums.com/showpost.php?p=7347736&postcount=1547[Update] Tomb Raider II PS1 Beta (September 1997) - Audio Track DifferencesJRTombRaider2013-03-02 | Updated video of all audio track differences between the (late September) beta and retail version of Tomb Raider II. Full list of all tracks can be found here: http://www.tombraiderforums.com/showpost.php?p=6680930&postcount=399Tomb Raider IV PS1 (September 1999) - Test LevelJRTombRaider2013-01-13 | This is LEVEL1.PSX from the newly released Tomb Raider 4 + 5 tools and data package. Sorry for the frame rate and sorry for the bugginess around Lara and certain objects. CODE.WAD was incompatible with the base file I used, which might cause these bugs.
LEVEL1.PSX is a short test level, containing 4 rooms. The first room has 3 tiles with triggers, each activating one enemy. There's also a room with platforms and a pit, a small water room and a room where Lara can shimmy.
Interesting notes: - Tomb Raider 3 shotgun; - different sound effects; - unused textures; - flare glitch doesn't work; - different binocular view.Tomb Raider II PS1 - Japanese Trial (SLPM 80168)JRTombRaider2012-09-30 | Nothing interesting really. Just showing what's on the Tomb Raider II Japanese PS1 trial (demo) disc, for those who are curious. Only playable level is The Great Wall. The trial also shows Venice, Wreck of The Maria Doria and Tibetan Foothills in demo mode. All seem to be extremely close to final stage (dated October 17th 1997). No interesting differences found.
Product info: SLPM 80168 Victor Japan 1998
More info here: http://www.crimson-ceremony.net/laras/artefact.php?id=tr2-demo1Tomb Raider IV: The Last Revelation - Dreamcast Commercial (English Version)JRTombRaider2012-08-14 | English version of the Tomb Raider IV Dreamcast commercial.Tomb Raider II PS1 Beta (September 1997) - Temple of Xian: Spider RoomJRTombRaider2012-07-30 | White spiders... :/Tomb Raider II (PS1) - Temple of Xian Beginning: Retail vs. Beta (side by side comparison)JRTombRaider2012-07-23 | Side by side comparison of the very beginning of Temple of Xian in Tomb Raider II, to showcase the differences between retail and beta (September 30th 1997).Tomb Raider III - The Lost Artifact (Preview Trailer)JRTombRaider2012-05-21 | Old preview of Tomb Raider III - The Lost Artifact.
Not really interesting, but it's the only TLA trailer I'm aware of.Tomb Raider III Launch Film - The TrilogyJRTombRaider2011-06-27 | Shown at the Tomb Raider III Launch Party at 'The Natural History Museum' in 1998.
In 'The Trilogy' we are shown 8 minutes & 20 seconds of the inside of a London Police Station where a D.I. (Detective Inspector) & a Psycologist interview the 'ultimate' Lara Croft/Tomb Raider who we find out believes that Lara Croft is real and that she is in danger in Tomb Raider III because of the better A.I (Artifical Intelligence) of the enemy.
Eidos Interactive & Core Design Present
a Silver Films production
The Trilogy
Director Steen Agro
Producer Janey de Nordwall
Director of Photography Howard J Smith
Original Concept Silver Films/The Source
Writer Steen Agro
Creative Consultant Paul Martin
Music Composed by Brian E. Roberts & Carol Donaldson
Casting by Beverley Keogh
CREW
Production Co-Ordinator Andrew Hine
Production Assistant Corrina Bennett
Focus Puller Roberto Contreras
Clapper Loader Ciro Candia
Gaffer Geoff Healey
Sparks Mike Archer & Joe McClean
Sound Recordist Simon Quinn
Grip David Catterall
Hair & Make-up Suzanne Potts
Props Rick Pannone
Props Assistant Jo Richards
Catering Film Cuisine
VT OPerator Kate Miller
Runner Mark Davenport
Production Insurance Bradstock Insurance
Director of Development Jeremy Smith, Core Design
P.R. Susie Hamilton, Core Design
Marketing David Burton, Eidos Interactive
CAST
Sarah Greenwood Esther Hall
Man Marc Goodall
D.I. Murdoch James Masters
EQUIPMENT
Camera VFG Manchester
Lights Webb Lighting
Film Stock The Film Game
Laboratory Technicolor Film Services
Telecine & Grade Framestore
POST PRODUCTION
Film Editor Rob Edney & Scratch
Online Editor Eldon Snelgrove & 4:2:2 Manchester
Dubbing MIxer John Wood & The Sound House
Gameplay transfer by Premier CommunicationsTomb Raider II PS1 Beta (September 1997) - Floating IslandsJRTombRaider2011-04-25 | Beta can be found here: http://www.tombraiderforums.com/showthread.php?t=148337
A full playthrough of Floating Islands in the late September PS1 beta of Tomb Raider II, minus the ending. The layout of the level is quite different in the beginning, compared to the final version.
At 3:35 in the video, I had to use a shortcut method because the slider thing can only be used once. It doesn't reset after you use it halfway to get to the bridge, hence why I used this way to get to the bridge.
And nearly at the end of the level you can't go outside the gates, because when you land on the floor you die instantly. And since you need to stand on the floor to pull the levers, there's no way to make progress (without the use of hacking).
To finish the level, you need to use the PC cheat, which goes as follows: Grab a flare, step forward, step backward, turn 3 times around (doesn't matter which direction) and jump forward.Tomb Raider II PS1 Beta (September 1997) - Dragons Lair and Home Sweet HomeJRTombRaider2011-04-09 | A video of me playing the last two levels in the Tomb Raider II beta version.
Nothing interesting for the most part. Slightly annoying audio mixup and a few changes in design, but that's about it.Tomb Raider III - Monkey MassacreJRTombRaider2010-10-30 | Another video of me killing monkeys in Tomb Raider III, this time with a rocket launcher and a desert eagle. Enjoy!