Project 1oom - Master of Orion 1 reverse engineered

Project 1oom - Master of Orion 1 reverse engineered

Postby Hythlodaeus » 08 May 2018, 19:14

Hi there folks,

I would like to inform you all there's a new project in the making to create SDL-based GPLv2 engine re-implementation (based on C) of the original MoO. It is called project 1oom, and the good news is that the engine is already feature complete, making the game fully playable!

You may find more info and download the latest builds here:

Source code: https://gitlab.com/KilgoreTroutMaskReplicant/1oom
Binaries: https://gitlab.com/KilgoreTroutMaskRepl ... /tags/v0.5
Homepage: https://kilgoretroutmaskreplicant.gitlab.io/plain-html/
Development builds: https://lxnt.wtf/oxem/#/1oom

Right now the project is in need of people to playtest the hell out of it. The developer also does all of his work from Gentoo, so anyone willing to provide windows and linux packages (preferably Snap) would be of great help!
Last edited by Hythlodaeus on 01 Jul 2018, 11:26, edited 1 time in total.
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Re: Project 1oom - Master of Orion 1 reverse engineered

Postby eugeneloza » 09 May 2018, 07:22

I'm not exactly sure if "reverse engineered" may be qualified as legal, not speaking of FOSS. But as I see from the site, you have your own engine, i.e. it is actually not a "Reverse engineered" code, but just uses the art from the original game, is this correct? Moreover, "Master of Orion" is surely a trademark, so it's better not to use this name (e.g. I see it on the screenshots).
P.S. Why not try to get some "own" art at least to some extent? E.g. this one looks great https://opengameart.org/content/space-s ... uction-kit
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Re: Project 1oom - Master of Orion 1 reverse engineered

Postby Hythlodaeus » 09 May 2018, 11:59

eugeneloza {l Wrote}:I'm not exactly sure if "reverse engineered" may be qualified as legal, not speaking of FOSS. But as I see from the site, you have your own engine, i.e. it is actually not a "Reverse engineered" code, but just uses the art from the original game, is this correct?


This project is no different from such other projects as SCUMMVM, OpenXcom, OpenMW, OpenRA, to cite a few. To make things clear 1oom is an engine re-implementation for running an old game in modern systems more smoothly. It requires the original game files that can be purchased legally on GoG. There is nothing illegal about making an engine to run proprietary game files as long as you do not distribute those copyrighted game files yourself.

eugeneloza {l Wrote}:P.S. Why not try to get some "own" art at least to some extent?

To put it shorlty, because proper art costs money, and engine reimplementation projects also eye for preservation of an original game above all else. Should this project ever grow beyond that point there might be a chance a free artwork package can be included. Right now it much easier to build upon the foundations of MoO.
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Re: Project 1oom - Master of Orion 1 reverse engineered

Postby dulsi » 09 May 2018, 19:57

This is very well done. I did have it crash once but haven't been able to reproduce. I would like to see the project try to replace commercial files. (In fact I was looking at the ships to see how hard it would to do that.)
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Re: Project 1oom - Master of Orion 1 reverse engineered

Postby c_xong » 09 May 2018, 23:47

I wouldn't recommend asset replacements for very old games. They usually have homebrew asset pipelines with severe limitations, like limited palette, or some wacky planar format. You would have to (a) write a custom asset converter to convert new assets to this homebrew format, or (b) rewrite the internal graphics engine, like this thing here:

https://github.com/KilgoreTroutMaskRepl ... c/lbxgfx.c

If you have the dedication required for that sort of thing, good for you, but a less-crazy choice would be to do a remake, using an engine like Godot.
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Re: Project 1oom - Master of Orion 1 reverse engineered

Postby dulsi » 10 May 2018, 14:08

c_xong {l Wrote}:I wouldn't recommend asset replacements for very old games. They usually have homebrew asset pipelines with severe limitations, like limited palette, or some wacky planar format. You would have to (a) write a custom asset converter to convert new assets to this homebrew format, or (b) rewrite the internal graphics engine, like this thing here:

https://github.com/KilgoreTroutMaskRepl ... c/lbxgfx.c

If you have the dedication required for that sort of thing, good for you, but a less-crazy choice would be to do a remake, using an engine like Godot.

It does have a limited palette. Yes I would need a custom asset converter or modify the graphics engine. Looking at the lbx format, it has enough fields you could probably add a new encoding without much trouble.I bet I could write a converter and enhance it to support a new encoding for less effort than rewriting the program in Godot. This is playable now. If I get around to building the tools, I don't need to replace everything at one.
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Re: Project 1oom - Master of Orion 1 reverse engineered

Postby leilei » 11 May 2018, 06:29

Asset limits can be fun for tech artists to work with. Limits inspire creativity. Open source games sadly don't get enough of them leading to a lot of dead games with highly inefficient "high quality" programmer art. A game designed for 320x200 VGA is not a bug.
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Re: Project 1oom - Master of Orion 1 reverse engineered

Postby Hythlodaeus » 23 May 2018, 10:03

1oom v0.3 has been released. Changes:
- new HW libraries: SDL2 and Allegro 4
- new OS: MSDOS
- win32 version now actually compiles
- numerous bugs fixed
- a log file is written by default
- cmdline UI has emerged but is not fully playable yet
- pkg-config support added for easier compiling
- saveconv supports text input for debugging

Source code: https://github.com/KilgoreTroutMaskReplicant/1oom
Binaries: https://github.com/KilgoreTroutMaskRepl ... s/tag/v0.3
Homepage: https://kilgoretroutmaskreplicant.github.io/1oom/

HELP WANTED!

The code still needs a lot of testing; play it and yell if it breaks! When it does, make a copy of 1oom_save8.bin pass it along the bug report.
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Re: Project 1oom - Master of Orion 1 reverse engineered

Postby Hythlodaeus » 01 Jul 2018, 11:25

1oom v0.5 has been released. Changes:
- support mouse wheel for lists, sliders and zooming
- add -uiextra for enabling extra UI features, notably:
* new New Game screen with opponent selection (including AI/player)
* planetary governor for less micro (click on name to enable/disable)
- SDL: support 15/16/24 bpp
- added documentation on differences to v1.3
- some improvements from the unofficial patch v1.40m have been implemented
- add Classic+ AI with small fixes, some from v1.40m
- about 100 bugs fixed, notably:
* the AI should now provide a worthy challenge
* space combat works as it should
* fixed many crashes
- added doc/pbxin_fixbugs.txt for optional bug fixes
- last and least: the "No Events" text overlay is implemented

Source code: https://gitlab.com/KilgoreTroutMaskReplicant/1oom
Binaries: https://gitlab.com/KilgoreTroutMaskRepl ... /tags/v0.5
Homepage: https://kilgoretroutmaskreplicant.gitlab.io/plain-html/
Development builds: https://lxnt.wtf/oxem/#/1oom

HELP WANTED!

The project has reached a point where the game is fully playable, not crashing all the time and actually fighting back.

Many of the undoubtedly remaining bugs will need MOO1 expertise to spot. If you can beat MOO1 on impossible (which the project maintainer has yet to do) then please give this a whirl and report any oddities you encounter.

Late game saves with (near) max tech and huge fleets would be very helpful in debugging overflows. If/when you have some, please send them along.

Big endian hardware test results would be interesting.
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