I know a full new thread about one recent homebrew "tech demo" for the niche scene of contemporary GBA development might feel a bit uncalled for, but this one seems like such an exceptional and impressive instance, that I though it may be new-thread worthy enough to bring it to the attention of some retro-programing enthusiasts and spark some potentially interesting conversation.
So, some wizard managed to port the original sega saturn/psone/pc tomb raider to the GBA. Not a demake, but an actual port running the original game (or rather: the open source fan-made reverse-engineered replication of the game) on the old Game Boy Advance. That means, running the code and rendering the 3D polygon-based environment and characters of the game all through software on the relatively weak (for the given task) processor of the GBA. A system with no 3D rendering acceleration, meant to run SNES/Mega Drive level 2D games, which had a graphic mode to run fully software-driven graphics mostly as a bonus feature for edge cases. Oh, GBA also lacks robust sound hardware, so most sound has to be run in software too.
The port is still using the original assets, and it does run at playable speeds. Talk about a case-study of extreme software optimization.
So, some wizard managed to port the original sega saturn/psone/pc tomb raider to the GBA. Not a demake, but an actual port running the original game (or rather: the open source fan-made reverse-engineered replication of the game) on the old Game Boy Advance. That means, running the code and rendering the 3D polygon-based environment and characters of the game all through software on the relatively weak (for the given task) processor of the GBA. A system with no 3D rendering acceleration, meant to run SNES/Mega Drive level 2D games, which had a graphic mode to run fully software-driven graphics mostly as a bonus feature for edge cases. Oh, GBA also lacks robust sound hardware, so most sound has to be run in software too.
The port is still using the original assets, and it does run at playable speeds. Talk about a case-study of extreme software optimization.