Saturn Tomb Raider II: Starring Lara Croft (Homebrew) SEGA Saturn

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This is a homebrew project by JRTombRaider / RetroRaiderJohn that aims to replicate Tomb Raider 2 on the Sega Saturn, or at least to an extent. Its method of approach first takes original Tomb Raider 2 assets that are then modified and converted to the Saturn format, all with custom-written tools. Secondly, it uses the original Tomb Raider 1 Saturn engine as a base and injects new code to implement relevant Tomb Raider 2 functionality, effectively forming a hybrid engine. This is only a demo of the first level v1. Included are two files, NTSC and PAL. Credits Ported by […]

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Man, that first TR2 level is a thing of magic. It's really the hardest skill check I have seen in a sequel, too.
 
Just a demo with the first stage. Great work though. I can't wait the final release!!!!
 
Nice, so this means, i have yet again to play through TR2 within a few Years lol.
- Before the Remaster came
- After the Remaster came
- On the Evercade
- Now on the Saturn with the Mister
 
There are more complex games that run much better on the console, the thing is approach and tailoring the engine for the Saturn.
Examples being Duke Nukem 3D on the PS1 runs in single digits at times, whereas the Saturn version features a tailored made engine that runs much smoother with dynamic lights added.
SimCity 2000 on the PS1 runs a bit better than the Saturn port, specially with bigger cities, this is because developers didn't have time, or know-how to use the second CPU, leaving it idle 100% of the time, this seems to be also true for Alien Trilogy, which still runs great on Saturn, even running on a single SH-2 CPU.

There's an Unreal Tournament port, first two stages on the Saturn that is very impressive, the same developer is showing raytracing, yes, this is true, on the console.

The thing about this Tomb Raider 2 port is that it uses the same engine as the original, note that the game ran horribly on Sony's machine, until Core Design received one of Sony's devs to help with development, then the game run like we see today. A proper and enhanced engine on the Saturn could run even better than the PS1 version of TR2, with dynamic lighting and the such. But this is not something that most people would be able to do, very few people actually know how to harness this console's true potential.

As for the RAM cartridge, the problem there isn't VRAM, the bottleneck there is CPU-bound, Midas Palace on original hardware struggles a lot on the Saturn in the tall room section, probably single digits, the PS1 version runs much better in comparison. The proper approach on the Saturn is to be able to use both CPUs and GPUs as best as you can, in assembly, even Burning Rangers, that is a 3D game more complex than any classic Tomb Raider game is don't use the console's true power, as it was designed using a library to speed up development, it's not using raw assembly, so there's always room for further improvement.

DOOM on the Saturn is a sad story, much simpler than Duke Dukem 3D and still runs as a slideshow, fans improved the 32X version that runs even better than the PS1 at times.
And the DSP that almost no one ever used because it was 100% assembly code. But it was quite useful for 3D calculations.
 
Its incredible to see something like this today but when looking at it you really see the Saturn struggling.
Would the 4mb cartridge have helped run this any better?
There are more complex games that run much better on the console, the thing is approach and tailoring the engine for the Saturn.
Examples being Duke Nukem 3D on the PS1 runs in single digits at times, whereas the Saturn version features a tailored made engine that runs much smoother with dynamic lights added.
SimCity 2000 on the PS1 runs a bit better than the Saturn port, specially with bigger cities, this is because developers didn't have time, or know-how to use the second CPU, leaving it idle 100% of the time, this seems to be also true for Alien Trilogy, which still runs great on Saturn, even running on a single SH-2 CPU.

There's an Unreal Tournament port, first two stages on the Saturn that is very impressive, the same developer is showing raytracing, yes, this is true, on the console.

The thing about this Tomb Raider 2 port is that it uses the same engine as the original, note that the game ran horribly on Sony's machine, until Core Design received one of Sony's devs to help with development, then the game run like we see today. A proper and enhanced engine on the Saturn could run even better than the PS1 version of TR2, with dynamic lighting and the such. But this is not something that most people would be able to do, very few people actually know how to harness this console's true potential.

As for the RAM cartridge, the problem there isn't VRAM, the bottleneck there is CPU-bound, Midas Palace on original hardware struggles a lot on the Saturn in the tall room section, probably single digits, the PS1 version runs much better in comparison. The proper approach on the Saturn is to be able to use both CPUs and GPUs as best as you can, in assembly, even Burning Rangers, that is a 3D game more complex than any classic Tomb Raider game is don't use the console's true power, as it was designed using a library to speed up development, it's not using raw assembly, so there's always room for further improvement.

DOOM on the Saturn is a sad story, much simpler than Duke Dukem 3D and still runs as a slideshow, fans improved the 32X version that runs even better than the PS1 at times.
 
Last edited:
I don't see much the interest of this kind of port...







...Returning to coding my dreamcast emulator for wii
Make it happen and you have my support (moral support that is).
 
Amazing project, I wish someday somebody ports OpenLara to the Saturn
 
I don't see much the interest of this kind of port...







...Returning to coding my dreamcast emulator for wii
 
Tomb Raider II was not released on the Sega Saturn primarily due to a 1997 exclusivity deal between Eidos and Sony, which made the game a PlayStation console exclusive. While the developer, Core Design, cited the Saturn's technical limitations in handling the game's more complex engine as a reason for cancellation, the financial and marketing weight of the Sony contract was the decisive factor.
 
Great upload! Apparently TR2 was "Too graphically intensive for the Saturn" and thats why it never came out. Its what I hear anyways.

This demo shows otherwise
in many regards, the saturn was faster than the playstation, the problem with the saturn was it's complex arquitecture, having 2 cpus and 2 distinct graphics chips made it hard to code for the saturn, most devs decided to use just 1 cpu and that totally gimped the console's performance in comparison with the playstation.
 
Great upload! Apparently TR2 was "Too graphically intensive for the Saturn" and thats why it never came out. Its what I hear anyways.

This demo shows otherwise
Yep, the real reason was cause Sony gave Eidos a deal to have the second game be console exclusive to the PlayStation. A version of the game was planned for the Saturn, but thanks to that deal? It was either PS, PC, or bust.
 
I have a huge love/hate relationship with the Saturn. Japan got the real Sega Saturn whilst the rest of the world got the inferior product.

I remember playing TR1 on the Saturn when it first came out and it was like nothing that had been seen before. TR2 wasn't much of a jump from 1 but apparently the Saturn wasn't powerful enough to run TR2.

Its incredible to see something like this today but when looking at it you really see the Saturn struggling.
Would the 4mb cartridge have helped run this any better?
 
Great upload! Apparently TR2 was "Too graphically intensive for the Saturn" and thats why it never came out. Its what I hear anyways.

This demo shows otherwise
 
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