

- Fxname.cpp overlord ii how to#
- Fxname.cpp overlord ii code#
- Fxname.cpp overlord ii Pc#
- Fxname.cpp overlord ii windows#
To run the compiler on Linux, there is a script gc.sh.

Fxname.cpp overlord ii code#
All of the compiler source code is in goalc. Our implementation of GOAL is called OpenGOAL. The first is goalc, which is a GOAL compiler for x86-64. There are four main components to the project.
Fxname.cpp overlord ii how to#
The debug files that are not loaded automatically by the engine have instructions for how to run them.
Fxname.cpp overlord ii Pc#
Controllers also work, using the same mapping as the original game.Ĭheck out the pc_debug, examples and pc folders under goal_src for some examples of GOAL code we wrote. In the graphics window, you can use the period key to bring up the debug menu. (play :use-vis #t :init-game #f) has been called!

Socket connected established ! (took 0 tries). Investigate and rewrite the more complicated renderers.We are always finding new features and macros in the GOAL language. Improve the decompiler and clean up decompilation of GOAL code.Bug testing! The game can be beaten 100% from start to finish, but it's possible a few things do not work correctly.We don't save any assets from the game - you must bring your own copy of the game and use the decompiler to extract assets. This is tested as part of our unit tests, and so far we have over 300,000 lines (460 files) that pass. As a result, when given correct casts, it often produces code that can be directly fed into a compiler and works perfectly. Our decompiler is designed specifically for processing the output of the original GOAL compiler. We manually specify function types and locations where we believe the original code had type casts (or where they feel appropriate) until the decompiler succeeds, then we clean up the output of the decompiled code by adding comments and adjusting formatting, then save it in goal_src. To help with decompiling, we've built a decompiler that can process GOAL code and unpack game assets. Here are some screenshots of the renderer: Levels are fully playable, and you can finish the game with 100% completion! We have a working OpenGL renderer which renders most of the game world and foreground. So far, we've decompiled around 400,000 lines of GOAL code, out of an estimated 500,000 total lines from the original game. We have a Discord server where we discuss development: Current Status Please read the FAQ by clicking here if you have any questions.
Fxname.cpp overlord ii windows#
We support both Linux and Windows on x86-64. It should be possible to make edits to the code without everything else breaking. For example, the original GOAL compiler supported live modification of code while the game is running, so we do the same, even though it's not required for just porting the game.
