VRPG Source Code?

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VRPG Source Code?

Postby Cloud7Ideas » Wed Feb 29, 2012 2:54 pm

Suggestions as to where I could get it or how to decompile the game?
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Re: VRPG Source Code?

Postby tehcheesebob » Wed Feb 29, 2012 5:29 pm

Have you asked Duam himself or tried to get into contact with him? I dunno how hard a man he is to get a hold of, so forgive me if that's a road you're simply tired of.

EDIT: Well, don't I feel like a bit of an ass.
Last edited by tehcheesebob on Wed Feb 29, 2012 7:35 pm, edited 1 time in total.
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Re: VRPG Source Code?

Postby Vorishartist » Wed Feb 29, 2012 7:33 pm

Duamutef's dead, and the game is in some version of basic, I think.
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Re: VRPG Source Code?

Postby Aleph-Null » Wed Feb 29, 2012 9:12 pm

I think the game is in VB6.

Duamutef posted the source a long time ago, but it would only compile on his machine.

He started coding the game before he new how to code properly, as a result it's a big mud ball. If I recall he posted it just to show why so many bugs crop up in different versions.
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Re: VRPG Source Code?

Postby Imrhys » Wed Mar 07, 2012 2:30 pm

Dig through this forum dedicated to him, because somewhere in here, i have seen him talk about the source code and how to compile it, look at, and all that jazz. But i'm no programmer, so I just skimmed over the thread and moved on happily ignorant, sorry.
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Re: VRPG Source Code?

Postby wsensor » Thu Mar 08, 2012 2:27 am

Duam posted some of the code but I think it said that it was not the entire code for vrpg.
I can not seem to find the post anywhere at all however.

EDIT: I found the link lol. From Duam's yahoo group vrpgdiscussion.

If no one minds there are two links for a source one is at http://sdcga.com/~duam9/VRPGSource.zip (Read this discussion page: http://groups.yahoo.com/group/vrpgdiscu ... ssage/1759)
It is mainly just the main .bas and .frm files. This one was for the 2.14 version I think based on whats posted on the discussion topic.

The other is stored on Duam's vrpgdiscussion yahoo group. http://groups.yahoo.com/group/vrpgdiscu ... PGCode.zip
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Re: VRPG Source Code?

Postby massive27 » Thu Mar 22, 2012 7:20 pm

Wow. Source code. Awesome. Thanks wsensor.

Is the zip from yahoo group different from Duam web site ? I can't access to yahoo group.

I'm in the process of rebuilding the sources, many files can be salvaged, but one, Bridge.frm, is missing and i'll have trouble to recreate it . Any chance it is in the other zip package ?
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Re: VRPG Source Code?

Postby Aleph-Null » Thu Mar 22, 2012 8:34 pm

The yahoo group .zip is more complete, and includes that file. I'll attach it as well as spoiler the discussion that was linked.
Spoiler: show
its written in Vis basic you said?
I wanted to check caus enow you have me curious lol..
-ame
Duamutef wrote:
> On 9/11/06, Steve <skuklins@...> wrote:
>> Previously by Duamutef:
>> >The code isn't posted anywhere. I'm not possessive about my work at
>> >all, but the project file is such a convoluted mess that even getting
>> >it to open on someone else's machine is nigh impossible (I know,
>> we've
>> >tried). I didn't know good project management methods when I
>> >started--in fact, I didn't know ANY project management methods. The
>> >fact that half of the dependancies and type libraries are no longer
>> >available only makes it worse.
>> >It's written in VB6. I can send you the code modules if you want, but
>> >the central module alone is a little over 11,000 lines of code. The
>> >other modules add up to 2000-4000 more. (The graphics, sound etc. are
>> >in separate modules, and there's a lot of code embedded in forms as
>> >well. The main form has 1000 lines of code.) So it would be a lot to
>> >read. And it's not commented in any serious way.
>> Yeah, that's fine. I'm very proficient at reading uncommenting code,
>> or else I wouldn't be able to read my own code that I've made way
>> back. XD
>> I'm not fussed about the size of it -- It'll give me something to do
>> in the masses of free time I have every day. You can contact me by
>> AIM, MSN, or e-mail to send it (installing 2.13 kinda broke my Yahoo
>> [I assume due to the files replaced and timing of the issue], which
>> I'm in the process of fixing). Or you can upload it and drop me a
>> link, It doesn't bother me. =)
> Here's the source files:
> http://www.darklands.cx/~duam9/VRPGSource.zip
> I think most everything important is in there.
>> >Yes. They are:
>> >asycfilt.dll
>> >bass.dll
>> >COMCAT.DLL
>> >COMDLG32.OCX
>> >DMC2.ocx
>> >dx7vb.dll
>> >gdi32.dll
>> >MpqCtl.ocx
>> >msimg32.dll
>> >msvbvm60.dll
>> >oleaut32.dll
>> >olepro32.dll
>> >stole2.tlb
>> >user32.dll
>> >VB6STKIT.DLL
>> >Versions previous to 2.14 were only supposed to write those files in
>> >if they were newer than the existing files. 2.14 simply won't write
>> >them at all if they already exist, regardless of their date.
>> Naturally, seeing as I'm running W98SE, it'd replace most if not all
>> of them. The file details are more recent than they should be, so I
>> conclude that that is what's causing the recent program crashes.
>> Also, I couldn't find stole2.tlb anywhere on my computer. Is it a
>> critical file for VRPG? 'Cause if so, that's why it keeps crashing.
>> If it's installed in VRPG's program folder, it wouldn't exist because
>> I've currently got VRPG uninstalled in preparation of installing 2.14.
> Actually, I misspelled that--it's supposed to be stdole2 (with a "d").
> It's a standard windows thing.
>> >In VRPG 2's code (Not VRPG version 2, but VRPG 2, as in, the sequel
>> >that I was working on) there are already working editors accessible
>> to
>> >the end user from within the game. And yes, the code base for VRPG 2
>> >is already much larger than VRPG 1. In fact, I've had to start
>> >splitting the modules because I've hit the compiler limit for data
>> per
>> >module.
>> >Everything that's user-editable in VRPG 2 uses text files now, so
>> >editing the data format in the code won't affect it's readability. (I
>> >still have to be careful when saving files, though. A text file can
>> >still be lost if it's overwritten. Of course, I back things up a lot
>> >now. I've got like ten different backups of the Cartovore basic set
>> >at this point because any time I made a major change I backed up the
>> >previous version first...)
>> Ahhh. So how's the progress going with VRPG 2 anyway? I'd better
>> start referring to VRPG 1 in proper notation now. =)
> VRPG 2 is kind of choked right now. It's having design and technical issues.
>> Text files are a much better way of having things laid out, they
>> allow more flexibility; But as you mentioned, the problem with
>> overwriting something important is there.
>> So VRPG2.14 is VRPG1, version 2.14? I thought I remembered hearing
>> mention of VRPG3 (unless I'm thinking of Cartovore V3), if so is it
>> easier to work on both sequels, or focus more on VRPG1/2?
> It has been called VRPG 3 because it uses a special-made 3.0 version
> of the VRPG engine. Unfortunately there's bound to be confusion
> either way.
>> And, something I've been thinking about for a while: Have you thought
>> about giving VRPG1/2/3 online abilities? In theory, it wouldn't be
>> too hard: Just add a socket/client/server component, and then add the
>> code in. Of course, trying to give it reliable internet access comes
>> with many large headaches on its own, so I can understand the
>> reasoning behind keeping it singleplayer.
> Harder than it sounds. For a lot of reasons. Giving it internet
> access is easy--making the game work as an online game is hard. The
> only game I've considered making multiplayer is Cartovore 2 (which is
> still under consideration--it would definately lift at least some of
> the malaise it currently suffers from the lack of opponents).
>> >That's not right. Which files did it want to overwrite? Did it say?
>> >(If it wants to overwrite Data.pak, then great. If it wants to
>> >overwrite a system file, then it's doing something wrong.)
>> I'm about to install VRPG1V2.14 now, after having taken precautions
>> in the case of another file-replacing outbreak.
>> >I don't bother with the actual file-side version info. Because I'd
>> >just forget to update it.
>> >(Though these days I suppose I could just remember to do it at the
>> >same time as I change the string constant it uses to display...)
>> Makes sense; The less to change, the faster it can be updated.
> Well, that's not really significant time factor so much as a "I'll
> forget and the file will end up with two file versions" factor.
> Though as you've pointed out that's an issue anyway.
> Most of my time in making a new release is in testing it to make sure
> my changes didn't break too many things.
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> <*> To visit your group on the web, go to:
> http://groups.yahoo.com/group/vrpgdiscussion/
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Re: VRPG Source Code?

Postby massive27 » Fri Mar 23, 2012 2:05 pm

Great!

Code from the yahoo group is much more longer, a kind of more evolved version (with many leftovers). There is lots of incompatible part of code... probably because Duam was in the process of changing them when zipping the project.

If I can get the sources to work, anyone interested to have them ?

EDIT : augh. The source from yahoo group is a "3.0 alpha" version, where Duam seems to redo a great part of the 2D render engine. And the zip misses the master file of that new version. Unless there is a hint about that file on yahoo group, i'll have lots of work to make the sources run.
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Re: VRPG Source Code?

Postby massive27 » Fri Mar 23, 2012 7:21 pm

Using the two sources, I managed to do a "launchable" source code.
I've done some little fix to avoid error msg and crash, but I didnt test it thoroughly. Don't expect a stable play :s

Add the original data.pak in the same folder of the source code, then use vrpg2.vbp in Visual Basic 6 editor, then launch...

...
I think I can handle the debugging, up to getting rid of the DMC2 thingy, wherever it will or not make the game Vista compatible. So, what do you think ?
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Re: VRPG Source Code?

Postby empatheticapathy » Fri Mar 23, 2012 9:07 pm

massive27 wrote:So, what do you think ?


I think it's awesome that people still care about Duam's work. I think it's more awesome that someone is doing something with it.
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Re: VRPG Source Code?

Postby massive27 » Sat Mar 24, 2012 6:36 pm

I've getting rid of the DMC2 stuff (now the game use directX only to play sounds). Some bugs due to the partial source code reconstitution have been corrected, including the ignored skill selection.
known bug :
- some sounds arent played, because the original wave file isnt standard
- the attack animation and death animation doesnt show alrightly
- altered gameplay : while "in stomach", attempt to escape will result in fast exhaustion ... I debugged a part of the formula of Duam in there, which lead to drastic change against some monsters :s

Ppl with DMC2 trouble should try this new executable anyway ;) you don't need anymore the bass.dll, DMC2.ocx and msvbm50.dll to run the game.

I'll continue to toy with the source, at least to correct the partial source code bugs listed before. Now, if ppl want me to track other bug : why not ?
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Re: VRPG Source Code?

Postby Bright » Tue Mar 27, 2012 1:31 am

This is quite interesting.
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http://julienbrightsidesart.blogspot.no/
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Re: VRPG Source Code?

Postby AustinWolfclaw » Fri Mar 30, 2012 12:32 pm

i liked it when you could just stay in the stomach and get digested. he changed that when 2.0 came out :(
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Re: VRPG Source Code?

Postby Baz » Fri Mar 30, 2012 2:26 pm

So if I might ask - what's the plan for this? I do hope you plan to build more...
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Re: VRPG Source Code?

Postby massive27 » Fri Mar 30, 2012 6:09 pm

@Baz if you're asking me, I have come up to some skyhigh plans, which I can't (or you can't) expect (me) to finish soon ;)

Here is the ideas :
First: "Duamutef's VRPG Legacy Edition" :
simply a debugged, more compatible version of the original game. That include savegame "size leak", savegame loading that fails, cleansup when quitting... To make the game winvista+ 100% compatible you need to remove all the directx stuff, which is impossible. Instead I'll try to reduce to minimum all dependencies, making the game easier to install.

Second: "Duamutef's VRPG Mod Edition" :
from the previous, i'll add more menus and options in order to make the game customizable, mod-friendly : adding monsters, maps and quests... possibility to modify formulas and monsters behavior (AustinWolfclaw's note for example)
To do that i'll need to cleanup and rewrite a lot of the source code.

Third: "Duamutef's VRPG Co-op Edition" :
Simply the game with multiplayer support, you do the main quest with teammates (up to 4 I think), using network link. Yes, you'll be able to eat each others... I think we'll need a "puke" option since original VRPG formula makes a character mercilessly digest anything... anyway you'll have the same goal as of the initial game, with save/resume capacity, and teammates !

Last and probably something that will never be done, "Duamutef's MMORPG Edition" :
An heavily enhanced multiplayer, including more players at same time, monsters gradually respawn (instead of "full map at once") and things like that to have a persistent world. Chat rooms and a bigger world may be required too.

I know how to do all. But will my "IRL" let me enough time to work on that as required, I doubt... so I advice not to give much hope on all of that. Just keep an eye on that very forum once a week to see if there is any releases!
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Re: VRPG Source Code?

Postby Aleph-Null » Sat Mar 31, 2012 2:33 am

Out of curiosity, do you intend to leave the code in VB? Or are you going to transpose it?
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Re: VRPG Source Code?

Postby Revx_Z » Sat Mar 31, 2012 2:50 pm

Wonderful to hear this news, but... here's what I get with the 2012_03_24 exe posted:

"Error #2 in Transparentdraw function." (x8)
"Run-time error '75': Path/File access error."
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Re: VRPG Source Code?

Postby massive27 » Sun Apr 01, 2012 9:09 am

@Aleph_Null : I am good only with VB language. I can't transpose into a more recent (.NET), more known (C++) or more universal (Java) language. But if someone is good in one of those (at least 4 year of experience) I can cooperate to transpose it by giving all the algorithm and formulas of Duamutef in a whitepaper.

@Revx_Z : I suppose you have an NTFS restriction about writing file in the directory of the game. There is many possibilities to avoid that, but to make things short, i've done a little debugging software : copy it in the same folder as the main vrpg2.exe file, launch it and let's see when it return a error message. Copy the result here or by PM, so i could figure out the error source.
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Re: VRPG Source Code?

Postby Revx_Z » Sun Apr 01, 2012 12:32 pm

Legacy debugger for VRPG wrote:VRPG2.exe found in C:\Program Files\DVRPG2_exe_2012_03_24\VRPG2.exe
Testing file I/O for temporary data...
TmpFold_Check(C:\Program Files\DVRPG2_exe_2012_03_24) done.

I incidentally got a message that my antivirus thought the file was suspicious and had sandboxed it. I tried disabling antivirus for a minute to run this uninterrupted, and got the same result. Since you mentioned directory writing restrictions I also tried unpacking everything to a different directory that wasn't in Program Files and got the same elsewhere:
VRPG2.exe found in C:\testexe\VRPG2.exe
Testing file I/O for temporary data...
TmpFold_Check(C:\testexe) done.
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