BloodBox proof of concept
#1 Posted 21 June 2016 - 10:58 AM
#2 Posted 21 June 2016 - 11:41 AM
Do you have any concrete plans for what you'll do with the function replacing?
#3 Posted 21 June 2016 - 11:55 AM
This post has been edited by icecoldduke: 21 June 2016 - 11:55 AM
#4 Posted 21 June 2016 - 12:25 PM
Reverse engineering the non-BUILD engine stuff is definitely going to be harder though, but Blood actually has a lot of useful error messages containing file names, so it's relatively easy to categorise groups of functions and know what they're about. And the great thing about an incremental approach like this is that you have a lot more freedom to play around with the code to figure out what it does, so that should make it quite a bit easier.
But what is your take on this concept, Hendricks? If it's not too dissimilar to BloodBox, maybe we could work together? I'm not sure if I have the time and energy to do this all myself and I would very much like for other people to join in. I included the IDA databases as well to encourage collaboration on the actual reverse engineering.
Until recently I had set my hopes on BloodXL, but Lucius has been working on that for years now, without all that much to show for it, so I think the more people we can get on a single, open reverse engineering project like this, the better.
#5 Posted 21 June 2016 - 12:31 PM
Also, it would be nice if someone tested BloodBox on Mac and Windows, because I don't own a Mac and I haven't booted into Windows in ages, and don't feel like testing it myself in there.
This post has been edited by Psycho87: 21 June 2016 - 12:32 PM
#6 Posted 21 June 2016 - 12:43 PM
Psycho87, on 21 June 2016 - 12:25 PM, said:
I am taking an entirely different approach that I'm not quite ready to talk about, so I'm afraid there isn't much use in collaborating. One exception is what I originally asked: Are you planning to work on patches to game-side functions? Ideally, my project will eventually support the same, so any work you do there could be brought over.
Psycho87, on 21 June 2016 - 12:25 PM, said:
He has seemed to be on the cusp of releasing something for several months now. My real-life responsibilities have prevented this fact from being as much of a fire lit under my ass as I would have liked.
#7 Posted 21 June 2016 - 01:14 PM
#8 Posted 21 June 2016 - 06:08 PM
Hendricks266, on 21 June 2016 - 12:43 PM, said:
I am taking an entirely different approach that I'm not quite ready to talk about, so I'm afraid there isn't much use in collaborating.
We won't tell anyone about your source code heist plans. Operation TX's 12. Starring:
- TerminX
- Hendricks266
- Plagman
- Icecoldduke
- Helixhorned
- Trooper Dan
- MBlackwell
- The Cat Burglar from the Simpsons
- Rhonie
- Lunick
- Yatta, and introducing:
- That guy allegedly working on the eduke multiplayer code that isn't on the forum.
If any more are needed, some of these guys might be able to help:
This post has been edited by Micky C: 21 June 2016 - 06:09 PM
#11 Posted 21 June 2016 - 09:48 PM
Mark., on 21 June 2016 - 06:50 PM, said:
I'm saving him for the sequel, which is about getting the Redneck Rampage source. So naturally it won't be as good, like the actual sequel.
#12 Posted 23 June 2016 - 04:50 AM
Psycho87, on 21 June 2016 - 12:25 PM, said:
I will tell you right now that won't happen. If this project is going to go anywhere its going to be because you kicked ass.
#13 Posted 23 June 2016 - 12:36 PM
I just ported a couple more BUILD engine functions and I'll do the actual drawing functions soon. Hopefully that will result in significantly better performance at high resolutions.
#14 Posted 23 June 2016 - 12:50 PM
Psycho87, on 23 June 2016 - 12:36 PM, said:
I just ported a couple more BUILD engine functions and I'll do the actual drawing functions soon. Hopefully that will result in significantly better performance at high resolutions.
Your approach seems solid, and I think if everything goes well, you'll have something great for people to use.
#15 Posted 23 June 2016 - 04:22 PM
A while ago Plagman had suggested a very similar idea to what you're doing here, but this is one of the reasons why my approach evolved.
#16 Posted 24 June 2016 - 02:08 AM
I highly doubt either side would take issue with this project, so hopefuly I can get this resolved.
#17 Posted 24 June 2016 - 02:15 AM
#18 Posted 24 June 2016 - 02:29 AM
#19 Posted 24 June 2016 - 02:32 AM
#20 Posted 24 June 2016 - 03:49 AM
#21 Posted 24 June 2016 - 06:14 AM
deuxsonic, on 24 June 2016 - 03:49 AM, said:
I guess this one has been ask so many times...
http://doomwiki.org/...ife_source_code
Strife's source code was lost(unless someone finally found it on somewhere in future...just nobody found the source code even with some trails), but since Strife was still a DooM engine game, so Kaiser was reverse engineering the Strife.exe all by himself and then made the SvStrife port(and try to made it nearly consistency with original Strife), so you can say it just an approximately port. And now all DooM source ports which supported Strife are based on Kaiser's works, included the Strife: Veteran Edition.
Without the source code, it still possible, but somebody needed to spend a lot of works to finger it out and try to port it.
This post has been edited by Player Lin: 24 June 2016 - 06:16 AM
#22 Posted 24 June 2016 - 07:05 AM
Psycho87, on 24 June 2016 - 02:08 AM, said:
You would need it from every person who has maintained ownership of code in DOSBox that is licensed under the GPL.
Micky C, on 24 June 2016 - 02:15 AM, said:
Yes, good point. They would need to provide a linking exception both to BUILD and to whatever reverse-engineered non-GPL code you include. Moreover, if you distribute substantial parts of BLOOD.EXE, or a derivative work based on it (reverse engineered source code), you are violating the copyright of Atari/WB and they could C&D you, or worse. I don't think it's likely but it is a possibility.
Psycho87, on 24 June 2016 - 02:29 AM, said:
Most of that thread is bickering about the Daggerfall EULA, which I agree is non-binding and unenforceable. However, copyright concerns stand. Any executable or source code based on BLOOD.EXE that Lucius distributes would violate copyright.
This is why my approach happens to differ from Lucius'. Unfortunately, between ruling out DOSBox, offline RE-ing, and by-sight reimplementation, all the easy options are gone, which is why it has taken me months.
#23 Posted 24 June 2016 - 08:08 AM
#24 Posted 24 June 2016 - 06:53 PM
Hendricks266, on 24 June 2016 - 07:05 AM, said:
Gee, I'm not even sure what your approach could possibly be. I'm fairly confident it involves eduke32 somehow but beyond this speculation...
#25 Posted 24 June 2016 - 09:15 PM
#26 Posted 24 June 2016 - 09:40 PM
Micky C, on 24 June 2016 - 06:53 PM, said:
Patience, young grasshopper.
#28 Posted 25 June 2016 - 03:21 AM
This post has been edited by Psycho87: 25 June 2016 - 03:21 AM