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 Forum index » Modding Central » Generals Editing Forum
Thyme, a generals ZH reimplementation project.
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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed Jan 11, 2017 3:04 pm    Post subject:   Thyme, a generals ZH reimplementation project. Reply with quote

I've just pushed the beginings of a Zero Hour reimplementation project to https://github.com/TheAssemblyArmada/Thyme if anyone is interested in contributing to such a project.

The project is using a similar approach to the one recently used successfully by the OpenRCT2 project. That is, the reimplementation is initially being implemented as a dll that is injected into the game run time that replaces the games functions with new implementations as they are written, allowing it to be reimplemented a bit at a time.

I've already reimplemented the custom memory allocator the game uses as well as a couple of string classes.

Its very early days for the project, but if anyone has some C++ knowledge and is interested in getting involved, drop by the #thyme channel on freenode.net IRC. When some significant progress has been made it should become possible to fix engine bugs and add additional features to the game.

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temp
Rocket Infantry


Joined: 17 Oct 2015

PostPosted: Thu Jan 19, 2017 4:06 pm    Post subject: Reply with quote

so ,basically this is ares for  Zero hour.
good job!
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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Jan 20, 2017 11:07 am    Post subject: Reply with quote

Essentially, yes, in that the two projects work in similar manners.

The difference is with goals though, Ares is focused (at least publicly) on implementing new features ASAP, reimplementing only what is necessary, whereas I want to focus on reimplementation and add new features only when the reimplementation progress makes it possible. The end goal for Thyme is also to totally replace the original binary, whereas that isn't a stated goal for Ares I don't believe.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Jan 20, 2017 11:24 am    Post subject: Reply with quote

What benefits do you see re-implementing everything?
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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Jan 20, 2017 12:45 pm    Post subject: Reply with quote

Portability mainly, Linux and Mac versions that can play Windows player for example should be possible. The possibility to recompile for more modern CPU's to take advantage of SSE for or replace the API used for graphics rendering would also be benefits.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Jan 21, 2017 5:35 pm    Post subject: Reply with quote

How do you intend to work around the copyright issues dds and mp3 involve?
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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sat Jan 21, 2017 10:02 pm    Post subject: Reply with quote

What copyright issues are you talking about?

I believe you are confused with patents, the last of which expires in April for MP3 and October for S3TC, the texture compression codec used in DirectX textures, after which I will be free to include compatably licensed libraries implementing them or write my own implementations.

Since I don't expect to have finished reimplementing everything in the game by October, it seems my "workaround" will simply be to wait the patents out.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Mar 02, 2017 3:54 pm    Post subject: Reply with quote

Made an interesting discovery, it seems that the game was written against STLPort rather than the standard c++ library that comes with MSVC and we think we've identified the version they used so with a bit of massaging to get it compiling, we have an ABI compatible C++ library implementation making it much easier to implement and test functions one at a time, even those that rely on STL containers which we didn't think we could touch until later.

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