DaggerXL is a Modern Daggerfall Engine Recreation for current Operating Systems and hardware – essentially it is a remake in the spirit of a port. It will ultimately fully emulate the game of Daggerfall and then optionally enhance it by refining existing features and adding new gameplay elements that were originally intended.

DaggerXL makes use of hardware acceleration providing higher resolutions, color depth, greatly improved visibility, better texture filtering, enhanced performance and more. In addition DaggerXL will support full modability, similar to more modern Elder Scrolls games, using custom tools.

The original Daggerfall data is used, so the full game is required. Custom mods can then be applied to optionally enhance the graphics, sound or music.

Visit the DaggerXL Blog for more information, screenshots, movies and more.
Join the DaggerXL Forums to discuss the project, make feature suggestions or just talk about DaggerXL or Daggerfall.
Visit the Downloads page to get information on the current build, including instructions for installation and use.

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DaggerXL Version 0.197 - Part 2 DaggerXL Version 0.197 - Part 2 DaggerXL Version 0.197 - Part 2
Blog RSS Feed Report abuse Latest News: December 30, 2013 - The Story Continues

4 comments by Freak2121 on Dec 30th, 2013

I have resumed work on the DaggerXL Beta after taking a break for Christmas. I don't have much new to show yet but I will talk about a few topics. WebUI On the XL Engine forums there has been mod work towards using the WebUI system that will be present in the Beta release. I talked about this system before in a previous blog post but now Lazaroth has been busy working on a UI mod, using existing web technologies to prototype. I dropped the files into the WebUI folder under the XL Engine and modified a bit of code (that will be externalized for the release) and was able to view the new UI in the current version of the XL Engine. There are a few issues to work out but its a great start and will allow me to work out kinks in the WebUI system. It also shows that using HTML5/CSS/Javascript and a browser is a great way of prototyping new UI ideas and the results can be nearly "drop-in" for use in the XL Engine.


If you want more information on the mod or to help out, check out Lazaroth's thread on the forums.

Anatomy of a For-Loop in Daggerfall So what does a for-loop look like in Daggerfall? It turns out that recognizing for-loops generated by the compiler is rather simple as you'll see shortly. I have copied some of the actual assembly code with comments.

mov dword [ebp-0018],00000000
[19A283]				;for (int i=0; i<27; i++) {
cmp dword [ebp-0018],001B               ;//comparison block
jl 0019A293
jmp 0019A2D1
[19A28B]			        ;//for-loop counter block
mov eax,[ebp-0018]
inc dword [ebp-0018]
jmp 0019A283
[19A293]			        ;//code block
jmp 0019A28B
[19A2D1]				;} //for (int i=0; i<27; i++)
The actual assembly code is on the left, with code addresses shown in brackets [ ]. As you can see the local variable, ‘i' as I named it, is at ebp-0x18. So the first thing that happens is to fill the value with 0, basically the i=0; part of the for-loop. Next it enters the comparison block where the local variable is compared to a value - in this case 0x1B = 27, and if the comparison is successful the execution jumps to the code block, otherwise it jumps to the end of the loop (the last line shown above).

When you see the C/C++ code
for (int i=0; i<27; i++)
    //code inside the loop

The "code inside the loop" is the code block above. Once the code is executed or a continue is hit - then the execution jumps to the for-loop counter block. Here the counter is incremented, decremented or otherwise modified before jumping back to the comparison block. Obviously if a break is encountered in the code block, the jump will lead directly to the end of the loop or to a another address which will have a jump to the end of the loop if the difference in address is too big for a "short" jump (usually). Remember that for-loops look different with modern compilers and sometimes the format is tweaked a bit even in Daggerfall depending on what the optimizer does. But this is essentially what a for-loop looks like, even nested loops have a similar, though recursive, structure.

The Beta

I have recently continued work towards the Beta release and will start posting updates again as additional progress is made.

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DaggerXL Version 0.199

DaggerXL Version 0.199

Jun 27, 2012 Demo 14 comments

Contains XL Engine Launcher, version 0.199 of DaggerXL and build 9.50 of DarkXL.

HQ Font and Cursor replacement

HQ Font and Cursor replacement

Mar 10, 2011 HUDs 2 comments

4x Resolution font and cursor replacement for DaggerXL.

Version 0.198 Released - Bug Fix Build

Version 0.198 Released - Bug Fix Build

Mar 9, 2011 Demo 7 comments

Version 0.198 is mainly a bug fix build. One fun feature,though, is that random monsters are no longer just bears - though they still aren't correct.

DaggerXL Version 0.197

DaggerXL Version 0.197

Mar 8, 2011 Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.197. Please note that this is still a work in progress and that many features need to be implemented...

DaggerXL Version 0.195

DaggerXL Version 0.195

Mar 7, 2011 Demo 1 comment

luciusDXL made this, obviously. I'm just re-uploading it here because the other file server was going down a lot.

DaggerXL Version 0.181

DaggerXL Version 0.181

May 18, 2010 Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.181. Please note that this is still a work in progress and that many features need to be implemented...

Post comment Comments  (20 - 30 of 88)
Doommarine23 Oct 15 2011, 8:08am says:

I remember asking you guys about doing some music for your port/remake. You still up for it?

(Basically I'd run the game's midis through an orchestrater which I'm not too sure on the technical terms, but basically convert it to high quality VST instruments, example here Youtube.com )

It won't be as good as a real orchestra, but I suppose it would be better than nothing. Sorry for never responding back to you for a year or so, I've just been swamped with life and stuff.

+5 votes     reply to comment
ildamos Oct 1 2011, 10:19am says:

Thanks man! Hope you can release v0.20 before Skyrim comes out ^.^ That would be awesome!

+1 vote     reply to comment
luciusDXL Creator
luciusDXL Sep 28 2011, 2:02pm says:

I haven't updated here in a while but the project is progressing. I'm still working on the XL Engine merger, which will include some new features for DaggerXL as well. Once this merger is complete, I still plan on moving on to iterative, frequent builds and updates.

+7 votes   reply to comment
System_Lord Sep 5 2011, 11:50am says:

Would you consider implementing a Mini-Map?

+3 votes     reply to comment
ceriux Aug 31 2011, 4:07pm says:

Do you think we could get a port to the psp? it would be really awesome..

+2 votes     reply to comment
Spe¢ter Dec 2 2011, 1:09pm replied:

I don't think that's possible...

+2 votes     reply to comment
RioDragon Jul 30 2011, 2:49am says:

I give you much props with DaggerXL. It looks amazing in motion, and while the original game's graphics were restricted by it's times, this enhanced remake project with it's full 3D environments with sprite NPCs/Enemies evokes a deranged children's pop-up book aesthetic style. It really looks quite unique, even if I know it was unintended, and you are just revitalizing the old assets with new tech.

Looking forward to the complete version, Daggerfall is one of my favorite RPGs ever. :3

+3 votes     reply to comment
luciusDXL Creator
luciusDXL Jul 17 2011, 2:40pm says:

I probably won't be able to post more DaggerXL relevant information until after the XL Engine merger is complete. However if you want to see merger progress, which is being updated regularly - visit the blog at xlengine.com. Relevant to DaggerXL though: once the merger is complete DaggerXL will be cross-platform, with binaries for Windows, Linux and OS X. In addition the system requirements will be lower and performance should be improved.

+4 votes   reply to comment
BenjaminShanklin Jul 3 2011, 3:15am says:

Tracking, looking forward to replaying this game with this mod.

+3 votes     reply to comment
Meatpies Jun 10 2011, 11:50pm says:

It's not loading maps when i try to load it, and it asks me to make sure it's loading them from the right spot. I copied the exact location of the arena2 folder and it's saying this, what am i doing wrong?

+2 votes     reply to comment
luciusDXL Creator
luciusDXL Jul 2 2011, 2:46am replied:

When the news article comes online, try the latest version using the launcher. It should be more specific as to the problem.

+2 votes   reply to comment
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