18 comments

  • JohnHammersley a day ago ago

    This is such a well written story, and congratulations Ben, it sounds like it's been a lot of hard but ultimately successful work!

    I know you'll deservedly get a lot of credit for all your work in remastering the game, but you should also get credit for how you've woven this narrative together, it's a lovely read. Thank you for taking the time to write it up, and good luck with the Steam release, and whatever project you take on next! :)

    • benstopics 11 hours ago ago

      Thank you sir and I'm glad you enjoyed the story! I hope it's successful but we will see.

  • saaaaaam a day ago ago

    This is very well written. I have fairly low interest in video games and rarely read gaming content, but read this all the way through. That’s an achievement in itself!

  • omega3 15 hours ago ago

    The Wall Street Raider is under active development, you’re releasing a clone under the same name?

    https://www.roninsoft.com/wsraider.htm

  • sevenseacat 4 hours ago ago

    oh this is an absolutely fascinating story!

  • jjmarr a day ago ago

    Good job! When can I buy it?

    I am sold on the game and wishlisted it but lack of release date saddens me.

    I love spreadsheet games like Terra Invicta/Paradox/Simutrans and this seems like a terrific example of one.

    • benstopics a day ago ago

      If I can't get a response from a publisher here soon, I will be setting an Early Access release date of 1-2 months from now to give me some time to build up more wishlists before I pull the trigger.

  • replwoacause a day ago ago

    I enjoyed the read. How did you tap into the legacy Power Basic engine? Was there a FFI or some kind of bridge you could hook into? And what languages were you using?

    • benstopics a day ago ago

      I built an FFI via event dispatching and shared memory pointers/matching structs. Imported the C++ UI layer as a DLL via Win32 LoadLibrary. The PB shares a big array for storing global pointers allowing them to read/write each other's memory. The C++ has an event queue and has DLL functions the PB can call to peek/pop the next event. It actually isn't that complicated, just took me forever to come up with the idea.

      As for languages, PB, C++, and JavaScript (Electron/Preact). I chose a no-build UI framework so that it could be modded by players without installing any build tools, just edit the text files in the game folder, and it has been a very good decision.

      • replwoacause 19 hours ago ago

        That’s awesome. What a clever approach!

  • cameron_b a day ago ago

    Cheers for this!

    Thank you for sharing your story.

  • nacozarina a day ago ago

    AI can’t do impossible things yet, but we still can.

    • benstopics 16 hours ago ago

      You're damn right we can.

  • zahlman 11 hours ago ago

    ... You got the source code, and it was 115 kloc of BASIC, but several other individuals and organizations failed to "reverse-engineer" it?

    • benstopics 4 hours ago ago

      Others attempted to build from scratch or port it without the original developer's involvement. I worked directly with Michael and built a bridge layer into his existing codebase rather than rewriting it.

    • benstopics 11 hours ago ago

      I'm sorry what is the question?