ozozozd
an hour ago
Awesome story! Well-written also.
You are the engineer we all aspired to be. Though, you really are the chosen one.
Wish you the best!
an hour ago
Awesome story! Well-written also.
You are the engineer we all aspired to be. Though, you really are the chosen one.
Wish you the best!
2 days 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! :)
a day ago
Thank you sir and I'm glad you enjoyed the story! I hope it's successful but we will see.
2 days 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.
2 days 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.
2 days 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!
2 days ago
The Wall Street Raider is under active development, you’re releasing a clone under the same name?
2 days ago
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...
2 days 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?
2 days 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.
2 days ago
That’s awesome. What a clever approach!
2 days ago
Cheers for this!
Thank you for sharing your story.
2 days ago
You're welcome!
2 days ago
AI can’t do impossible things yet, but we still can.
2 days ago
You're damn right we can.
a day ago
... You got the source code, and it was 115 kloc of BASIC, but several other individuals and organizations failed to "reverse-engineer" it?
a day 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.
13 hours ago
Ah, I understand now.
a day ago
I'm sorry what is the question?
a day ago
oh this is an absolutely fascinating story!
6 hours ago
I forgot to ask, do you have links to any of the Reddit threads? They’d be a fun read!
4 hours ago
That is a really good idea. I totally forgot to include the link in that part of the story. I will definitely be making that change! Well, here is the one I think you are referring to: https://www.reddit.com/r/tycoon/s/bzjG709MLB