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! :)
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!
I am working with Michael to remaster it. He transferred the domain name to me and I just redid the website. I'm not sure when the last time he updated Roninsoft website, but he has "retired" from working on WSR, although has been a huge help with the remaster. https://www.roninsoft.com/#:~:text=!!!%20Check%20out%20WallS...
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.
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?
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.
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.
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! :)
Thank you sir and I'm glad you enjoyed the story! I hope it's successful but we will see.
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!
The Wall Street Raider is under active development, you’re releasing a clone under the same name?
https://www.roninsoft.com/wsraider.htm
I am working with Michael to remaster it. He transferred the domain name to me and I just redid the website. I'm not sure when the last time he updated Roninsoft website, but he has "retired" from working on WSR, although has been a huge help with the remaster. https://www.roninsoft.com/#:~:text=!!!%20Check%20out%20WallS...
oh this is an absolutely fascinating story!
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.
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.
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?
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.
That’s awesome. What a clever approach!
Cheers for this!
Thank you for sharing your story.
You're welcome!
AI can’t do impossible things yet, but we still can.
You're damn right we can.
... You got the source code, and it was 115 kloc of BASIC, but several other individuals and organizations failed to "reverse-engineer" it?
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.
I'm sorry what is the question?