Source Ports

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A community dedicated to discussing and cataloguing source code ports for "older" video games.

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submitted 10 months ago* (last edited 10 months ago) by wesker@lemmy.sdf.org to c/source_ports@lemmy.sdf.org
 
 

I realized recently GitHub has added a beta feature, which allows organizing your starred repositories into handy lists. Given this ability, I have begun compiling a huge list of interesting projects revolving around retro PC games.

This list will continue to grow, and I will try to curate it with active projects of interest. There are a handful of repos included that aren't active in the purest definition, yet I keep them in the list due to wishful thinking, historical importance, or they are simply completed projects.

I will continue to post individual port projects and reviews in this community, however I wanted to supply this list for anyone interested, who would like to browse at their own pace.

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cross-posted from: https://slrpnk.net/post/12444675

This is the first release of the community port of Descent 3, released as open source software under the GPLv3 license on April 16th 2024.

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cross-posted from: https://lemmy.zip/post/20418581

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cross-posted from: https://lemmy.ca/post/24133843

cross-posted from: https://lemm.ee/post/35889057

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There's also a Fallout: CE, if you're interested.

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The music from the bar is playing in your head now.

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Everything about me is-a hard.

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A couple of us were talking about this in IRC today. Planning on giving it a try this weekend.

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cross-posted from: https://programming.dev/post/12309416

On 2014-04-02, exactly 10 years ago IntelOrca made the first commit to his public code repository named 'OpenRCT2'. Some 25984 commits later contributed by 552 individuals over the course of 10 years we bring to you yet another instalment in this saga: OpenRCT2 v0.4.10 codenamed "You don't reheat cakes".

As the monthly releases mean fewer entries in the changelog, I don't need to cut it anymore. Enjoy all the latest features:

  • Feature: [#18171] Add port of the RCT1 Stand-Up Roller Coaster.
  • Feature: [#21590] [Plugin] Plugins can now read and write banner properties of tile elements.
  • Feature: [#21636] Add shortcut key for sorting tile elements.
  • Feature: [objects#294] Add scenery versions of wooden truss supports.
  • Feature: [objects#295] Flipped version of wooden post.
  • Improved: [#21424] Extra viewports can now rotate independently from the main viewport.
  • Improved: [#21561, #21631] Enable more features in Android build (plugins, networking, multiplayer, audio formats).
  • Improved: [#21599] Currency signs now use non-breaking spaces.
  • Improved: [objects#157] Added sloped images for many walls.
  • Improved: [objects#288] Better map colours and more sensible prices for RCT1 land surfaces.
  • Improved: [objects#292] Vehicle colour cleanups for WW/TT vehicles.
  • Improved: [objects#299] More accurate ratings modifiers for RCT1 vehicles.
  • Improved: [objects#309] Updated names for dodgems and flying saucers vehicles.
  • Improved: [objects#313] buildMenuPriority for dodgems and flying saucers vehicles.
  • Change: [#21529] Classify “Southern Sands”, “Tiny Towers”, “Nevermore Park”, “Pacifica” as expert scenarios.
  • Change: [#21545] Reorder Wacky Worlds scenarios and adjust their difficulty classification.
  • Fix: [#910] Extra viewport does not preserve the location when rotating.
  • Fix: [#18413] Crash when mouse over a hacked train.
  • Fix: [#20338] Cannot select Scenery Picker or Scatter Tool when the scenery recolouring tool is active.
  • Fix: [#21317] Track designer allows proceeding without an object selected.
  • Fix: [#21360] If the object selection is missing certain types, the Object Selection window will switch to an incorrect tab.
  • Fix: [#21419] Cannot place walls underground beneath sloped tiles with clearance checks disabled.
  • Fix: [#21434] Number of guests overflows in objective text.
  • Fix: [#21522] Supports for 3×3 turns and 45 degree turns on the Hybrid Coaster and Wooden Roller Coaster not drawn correctly.
  • Fix: [#21543] Crash with creating a TrackIterator with invalid arguments.
  • Fix: [#21635] Tile inspector hotkey can set wall slope for non-slopeable objects.
  • Fix: [#21641] Crash when creating track iterator from an invalid tile element.
  • Fix: [#21652] Dialog window to confirm overwriting files does not apply the theme colours correctly.
  • Fix: [#21654] No sound effects when using RCT Classic as an asset base.
  • Fix: [#21654] Extraneous reports of an object conflict between rct2.audio.base and rct2.audio.base.rctc.
  • Fix: [#21664] Crash when switching between languages that use TTF.
  • Fix: [#21668] Crash when on null ride in Guest::UpdateRideLeaveExit.
  • Fix: [#21691] Crash when validating rides which can't contain banked track.
  • Fix: [objects#290] “Haunted Mansion” cars have a non-functional third remap colour.
  • Fix: [objects#296] Incorrect wall placement around large Kremlin/drab pieces.
  • Fix: [objects#300] Incorrect Colosseum and volcano corner clearances.
  • Fix: [objects#319] Incorrect diagonal slope images used for RCT1 corkscrew.
  • Fix: [objects#320] Incorrect Mandarin Duck boats capacity.

You can download OpenRCT2 v0.4.10 and view the whole changelog here.

We would like to thank everyone who contributed with code, testing, translations, bug reports and everything else. We would also like to thank our sponsors:

  • Digital Ocean, for hosting the multiplayer master server and our infrastructure
  • Backtrace, for handling our automated crash reports
  • JetBrains, for providing us with development software
  • Github, for handling our development and issue tracker

If you're interested in contributing to OpenRCT2, feel free to join us on Discord.

You can also sponsor OpenRCT2 team members:

https://github.com/sponsors/IntelOrca

https://github.com/sponsors/janisozaur (yours truly)

https://github.com/sponsors/broxzier

https://github.com/sponsors/Gymnasiast

Happy building and don't reheat the cake!

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cross-posted from: https://programming.dev/post/12185876

Oh MMy — a new ScummVM release!

Please welcome the first ScummVM release of the year: ScummVM 2.8.1.

ScummVM 2.8.1 is a maintenance release mainly focused on fixing bugs that were uncovered since our last stable release.

This update includes upgrades for the following engines: AGI, AGS, GRIM, SWORD2, MM (which is now enabled — yes, we really skipped it in 2.8.0 by accident), mTropolis, NANCY, SCUMM, TWINE, Ultima, and V-Cruise.

The Android, Atari and macOS ports received multiple bug fixes, mostly for improving overall stability and preventing some crashes we’ve seen under certain circumstances.

The detailed list of improvements is available here.

As always, you can find the latest release on our Downloads page.

Go grab it while it's hot — enjoy!

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cross-posted from: https://feddit.uk/post/8881958

The classic. A decompile and reverse-engineer of a lot of people's first PC game. Builds on Windows, Linux, and Mac, and ports to Android, Switch, PS Vita, LG webOS TV, and many more weird and wonderful platforms.

I've been playing this on my Steam Deck (you can install it from the Discover store). Despite my years of experience I'm still terrible at it. I think I once got to level 3.

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submitted 9 months ago* (last edited 9 months ago) by wesker@lemmy.sdf.org to c/source_ports@lemmy.sdf.org
 
 

This is a wonderful port of Bullfrog's Theme Hospital, that I can't recommend enough. I loved this game as a kid, and have found I love it even more as an adult. I'm also now better at it, lol.

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Apparently based on leaked source, this port looks promising!

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This is one I've been chomping at the bit to try, but haven't gotten the chance to. It's been in development since 2002, and thanks to a lot of modern additions, makes the game look absolutely gorgeous.

Here's a video someone put together, that compares the original retail release, with FS2Open. It's really tasty.

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Daggerfall Unity is an open source recreation of Daggerfall in the Unity engine created by Daggerfall Workshop.

Experience the adventure and intrigue of Daggerfall with all of its original charm along with hundreds of fixes, quality of life enhancements, and extensive mod support.

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PrBoom+ (Doom) (github.com)
submitted 1 year ago* (last edited 1 year ago) by parsnip283874@lemmy.sdf.org to c/source_ports@lemmy.sdf.org
 
 

A source port for Doom that supports vanilla and Boom formats. Fast and highly-configurable, my Doom source port of preference.

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dhewm3 (DOOM 3) (dhewm3.org)
submitted 1 year ago* (last edited 1 year ago) by wesker@lemmy.sdf.org to c/source_ports@lemmy.sdf.org
 
 

dhewm3 is a source port of the original Doom3. It’s known to work on Windows, Linux, macOS, FreeBSD, OpenBSD and AROS, but it should work on (or be easily portable to) any system that supports OpenGL 1.4 with ARB shaders, SDL and OpenAL.

This port looks great combined with upscaled textures.

Here's a video where someone threw together dhewm3 with HD textures, and the reshade wrapper with some tweaked lighting. Looks deliciously frightening!

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Here's a pretty thorough video tour of the Half-Life Ray Traced source port. Looks absolutely amazing.

Latest release.

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This is an interesting one. It's technically a "patch", though lore has it that NewDark was developed using a source leak of the Dark Engine. My best guess is that releasing it as a patch of the original executable, instead of a source port, means less questions and potential legal repercussion.

NewDark is a new game executable for Dark engine games which appeared out of nowhere in late 2012. It was created anonymously, but has been extensively tested and found to be completely safe, to the point that GOG includes it in their System Shock 2 release.

What NewDark does is upgrade the Dark engine to support many new and incredibly great features, such as full DX9 support, high resolution textures, native high resolution, widescreen and multi-monitor support (including extremely high resolutions like triple 2560x1600). All of these features work in Thief 1/Gold, Thief 2 and System Shock 2.

Here's a quick video of it in action with Thief Gold, including HD textures:

They've got the bloom cranked up a little too heavy for my tastes, but that is adjustable.

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This one requires a little bit of dialing in of the settings, particularly the lighting and bump mapping. But after you do that, it's a pretty fun way to revisit Quake II.

I played through the SP and mission pack campaigns a couple years ago using this source port, and had a really good time.

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OpenJKDF2 is a function-by-function reimplementation of DF2 in C, with 64-bit ports to Windows 7+, macOS 10.15+, and Linux. Files are organized as closely to the original game as possible, based on symbols from the Grim Fandango Remaster Android/Linux/macOS port, as well as scattered assertions from various other games.

Big DF2 fan, I played (and modded) it for hours and hours. It was a blast to play on MSN Gaming Zone, and occasionally wow or piss off people while testing the latest mods we were hacking together.

I'm unsure yet if this also supports the Mysteries of the Sith expansion.

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