For those interested heres the specs of the port -
Display / General
Full Texture Mapping on everything without any solid-colored or flat-shaded surfaces! (Even the sky is fully 3D rendered!)
100% ARM/Thumb ASM for maximum speed and high frame rates! (C/C++ interface for user/custom code)
True 3D ViewPoint (1st-person, 3rd-person, "Free-Look" (full Yaw/Pitch/Roll) for any arbitrary 3D view -- not just look up/down!)
Text and Game Message Overlays (uses definable character bitmap font, supports in-text colors)
Status Bar Transparent Overlay or Opaque Underneath (including Numerals and Glyphs for Health, Armor, Weapon, etc.)
Multiple Language Support for User Interface, Menus, Pickups, Messages, etc.
World (Walls, Floors, Stairs, Ramps, Windows, Bridges, Tunnels, Sky, Rivers, Pools, Swamps, etc.)
Fully textured world without any solid-colored or flat-shaded surfaces (same as PC*)
Infinite Draw Distance (large, complex worlds without "pop-up" or "pop-in", same as PC*)
Perspective-Correct subdivision (same as PC*, per 8/16 pixels)
Convex and Concave World Geometry for reduced data size (not reduced to triangles!)
Lighting
per-Surface Dynamic Mapped "Explosions, Fireballs, etc." (same as PC*)
per-Surface Static Mapped "Pre-calculated Lightmaps" (same as PC*)
per-Surface Dynamic Flat
Skybox with separate orthogonal axis surfaces (same as PC*)
Mip Mapping (same as PC*, 4-level)
Warping and Turbulent Textures (Water, Slime, Lava, Teleporters, etc.)
High Precision Math (clean, stable rendering with minimal jitter, crawl and swim artifacts -- without the usual texture "slipping")
Objects / Structures (Boxes, Doors, Platforms, Traps, Elevators, Trains, etc.)
Fully textured objects without any solid-colored or flat-shaded surfaces (same as PC*)
Perspective-Correct subdivision (same as PC*, per 8/16 pixels)
On-the-fly Clipping and Merging with World Geometry (moving objects render properly -- without "gaps" or "holes")
Lighting
per-Surface Dynamic Mapped "Explosions, Fireballs, etc." (same as PC*)
per-Surface Static Mapped "Pre-calculated Lightmaps" (same as PC*)
per-Surface Dynamic Flat
Mip Mapping (same as PC*, 4-level)
High Precision Math (clean, stable rendering with minimal jitter, crawl and swim artifacts -- no "slippery" textures here either!)
Models (Items, Monsters, Pickups, etc.)
Fully textured and skinned models (same as PC*)
Continuous View-Independent Level-of-Detail (automatically generated data for higher quantity and quality full 3d objects without slowdown)
Lighting
per-Vertex Dynamic Gouraud
per-Triangle Dynamic Flat
Skinned Vertex Mesh Frame Animation (same as PC*)
Effects
Glows and Cyclic Light Patterns
Auto-Rotation
Auto-Bulge
Emit Particle Streams/Fields/Volumes
Lights
Cyclic Patterns (Glowing, Flickering, Sweep, Ramp, etc.)
Switched / Triggered / Targeted (On-Off, Start-Stop Pattern)
Effects
Particle System (Explosions, Smoke, Trails, Steam, Force Fields, Beams, etc.)
Lighting System (Explosions, Fireballs, Glows, etc.)
View Tinting (Damage, Bonus pickups, etc.)
Sound Specifications (return to top)
DRG 3D's integrated high-speed sound mixer allows full stereo music and sound effects for a complete audio environment...
Music and Songs
32 channel stereo .S3M and .MOD support (and all other "tracked" music formats that can be converted to .S3M)
Sound Effects
32 channel spatialized stereo sound (Left/Right depth-panned volume for each channel for a total of 64 voices!)
Physics Specifications (return to top)
DRG 3D's integrated physics engine automatically handles all the complexities of movement and collision for your title... Players, monsters, creatures and other objects already walk, run, jump, bounce, swim, fly and move without any additional code!
Movement
Walk, Run, Jump, Swim, Fly supported in Full 3D for everything
Collision
Collision, Touch, Bounce supported in Full 3D for everything
Entities Specifications (return to top)
DRG 3D already includes complete support for the huge array of entities you'd expect... fully operational doors, platforms, switches, etc. are as easy and painless as adding them in your level editor, and using our tools to convert your data!
Types
Triggers, Buttons, Doors, Platforms, Elevators, Switches, Trains, Secrets, Traps, etc.
AI Logic
Tracking, Seeking, Aiming, Paths supported in Full 3D
Tool Chain Specifications (return to top)
DRG 3D includes all the tools and utilities to process and convert your PC-based data... testing changes is a fast, simple process that's automated with batch scripts!
Levels (Conversion, Optimization and Compression of .MAP/.BSP)
World Map (data used to describe the 3D geometry and layout of the level)
SubModels (data used to describe "Brush Models", such as Boxes, Doors, Platforms, etc.)
Entities (data for placement and processing of Monsters, Items, Objects, Lights, Switches, etc.)
Graphics (Conversion, MipMap Generation, Gamma Correction and Compression of .PCX/.BMP/.MIP/.WAL)
Textures (graphics for the walls, floors, steps, etc. used by the World and SubModels)
Skins (graphics for the Monsters, Items, Pickups, etc., placed in the level)
Models (Conversion, Optimization and Compression, Level-of-Detail Generation of .MDL/.MD2)
Model Data (data that describes the 3D geometry of Monsters, Items, Objects, etc.)
Animation (data used to animate and sequence model rendering)
Level-of-Detail (data for processing reduction and optimization during model rendering)