Cloned Games

OpenTomb

Engine reimplementationArchivedPlayableWindows

A new engine written from scratch that loads the original game's data files.

OpenTomb screenshotLinks, repository & details

About

OpenTomb targets the classic-era Tomb Raider games (1–5); the project notes that attempts to obtain the original engine source from Eidos/Core were unsuccessful. OpenTomb is an open-source re-implementation of the classic Tomb Raider engine, written from scratch to play levels from Tomb Raider 1–5 as well as custom TRLE levels. It uses OpenGL, OpenAL, SDL and Bullet Physics, runs on Windows, Mac and Linux, and is now marked inactive and no longer maintained.

How it differs from the original

OpenTomb uses a completely different collision system, supports variable frame rates rather than the original 30fps cap, and moves entity behavior into Lua scripts instead of hardcoding it. It also enables abandoned and unused features from the original engine, such as unused items and hidden PSX-specific level data.

Getting started

You need the data folders from your own copies of the games (retail CDs or Steam/GOG), plus soundtracks converted to OGG and optional loading-screen packs, placed in the matching data directories. Build it with CMake (or Code::Blocks/Netbeans on Windows, Xcode on Mac), then pick levels from the in-game console with a command such as setgamef(3, 2).

History

The authors created it because the original games increasingly struggle to run on newer operating systems, and because patchers for the original engine are limited by working on the original binary.

Known issues & limitations

  • project_status: Project is inactive and no longer maintained.
  • Mobile implementations are not in development.
  • Only OGG audio tracks are supported.

What you need to run it

Original game files required. The project ships code only; you provide your own copy of the game. Requires data folders and assets from original Tomb Raider games 1-5 or TRLE levels.

Features

  • The engine is intended to play levels from Tomb Raider 1–5 and custom TRLE levels.
  • Entity functionality can be extended or modified through Lua scripting without recompiling the engine.

How to install

  1. Copy each game's data folder into its matching `/data/tr*/` folder; Gold versions go into `/data/tr*_gold/` directories.
  2. Convert the original soundtracks to OGG, or use the linked TR1–5 music package.
  3. For TR3 loading screens, copy the installed game's `pix` directory into `/data/tr3/`; alternatively, put the linked loading-screen package in the OpenTomb directory.
  4. Run the executable; no command-line options are needed by default.

Controls

  • Press the backtick key to open the console; enter `help` to list commands and `exit` to quit.
  • Select a level by entering `setgamef(game, level)` in the console; game is 1–5, and mansion levels are generally 0.

Summarised from the project's README.

Media

Licensing & legal

  • Distributed under LGPLv3.

Additional notes

Successor
The project's own readme recommends TombEngine as an actively developed alternative.
Code origins
OpenTomb reuses some legacy routines from the unfinished OpenRaider and VT projects, plus some code from Quake Tenebrae.

FAQ

What is OpenTomb?
OpenTomb is an open-source engine reimplementation of Tomb Raider. A new engine written from scratch that loads the original game's data files.
Do I need the original game files to run OpenTomb?
Yes. The project does not include the original game's assets, so you need your own copy. Requires data folders and assets from original Tomb Raider games 1-5 or TRLE levels.
How is OpenTomb licensed?
project: LGPLv3 (OpenTomb engine). The repository itself is the authoritative source.
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