GBA 3D Studio is a new tool for hacking Game Boy Advance 3D games

Developer jonathanfrakesjunior has released the first beta of GBA 3D Studio, a new utility for exploring and editing 3D and 2.5D Game Boy Advance assets.

GBA 3D Studio is a new tool for hacking Game Boy Advance 3D games
IGDB

Developer jonathanfrakesjunior has released the first beta of GBA 3D Studio, an open-source utility built to extract and edit 3D and 2.5D assets from Game Boy Advance games. The v0.1 release is available now on PC for free, marking a rare push into the handheld's polygonal library.

The Game Boy Advance was engineered as a 2D sprite powerhouse. It ran on a 16.78 MHz ARM7TDMI processor and lacked dedicated 3D rendering silicon. When developers wanted to build polygonal environments, they had to write custom software renderers to push the hardware past its intended limits. Because every 3D engine on the system was a bespoke, proprietary creation, the ROM hacking community has historically focused on 2D staples like Pokémon, Fire Emblem, and Castlevania.

Most ROM hacks rely on injecting new sprites or modifying hex values in well-documented memory banks. Editing 3D geometry requires a completely different approach, especially when the host console doesn't even have a standard way of drawing a polygon. The tools for the GBA's 2D games are robust. The tools for its 3D library simply haven't existed.

Targeting the software renderers

Max Payne screenshot (IGDB)
Max Payne GBA port screenshot

The immediate roadmap for GBA 3D Studio focuses on finishing a dedicated editor for V-Rally 3. Developed by VD-dev and published by Atari in 2002, V-Rally 3 is famous in retro development circles. It manages to run a fully 3D polygonal racing engine at a smooth framerate without relying on specialized coprocessor chips inside the cartridge.

Once the V-Rally 3 implementation is complete, the developer plans to build dedicated editing environments for Kill.switch, Max Payne, and the Tony Hawk's Pro Skater series. Each of these games approached the hardware limitations differently. Rockstar Leeds and Mobius Entertainment built Max Payne as an isometric 2.5D shooter that still managed to capture the PC original's bullet-time mechanics. Vicarious Visions pioneered high-performance isometric 3D skating mechanics for the Tony Hawk games, turning them into some of the highest-rated sports titles on the platform.

Early days for custom geometry

According to the Reddit release post, the project is still in its early stages. The developer is asking the community which games they want to see supported next, promising to implement them if there is enough interest and the underlying engine is technically feasible to reverse-engineer.

I'm curious how difficult it will be to maintain a unified editor across so many different proprietary engines. Every studio that shipped a 3D GBA game basically had to invent their own math to make the geometry render correctly. Standardizing those disparate approaches into a single interface is a massive undertaking.

For now, just being able to pull the geometry out of these cartridges is a solid step forward. The beta is up on GitHub, and anyone with a PC can start poking around the files. We might actually see custom skate parks running on original GBA hardware before the end of the year.

Pick up Max Payne on Humble Bundle.

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