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 Post news 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.

LazarothUI_XLEngine

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 15 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  (70 - 80 of 92)
DocHoodia
DocHoodia Jun 7 2010 says:

Hmm, I don't know about that. I'm wondering if this mod will eventually allow the existing sprites to be replaced by models, because I always found the sprites to be difficult to keep track of sometimes, since they're 2D. MP3 or OGG music support would also be welcome, but that's obvious for after the project finishes emulating the original game.

+2 votes     reply to comment
luciusDXL Creator
luciusDXL Jun 7 2010 replied:

Texture replacer mods are already possible, in fact some people at the DaggerXL forums are working on that right now. Later you will be able to replace sprites with models and/or higher resolution sprites. In addition sound effects, music, movies and text will also be replaceable. Finally there will additional support for adding new areas, towns, editing/creating dungeons, editing and creating quests (with scripting) and more. :)

(After the game is fully playable of course)

+4 votes   reply to comment
ApornasPlanet
ApornasPlanet Jun 7 2010 says:

Is it possible to replace sprites with models from let's say Morrowind or Oblivion?

edit:
and replace all textures with textures from let's say Morrowind or Oblivion?

0 votes     reply to comment
Akalonor
Akalonor Jun 30 2010 replied:

as in , upgrade the graphics ;)

+1 vote     reply to comment
Spenzerr
Spenzerr Jun 5 2010 says:

wow this is amazing i'd always wanted to play this as oblivion and morrowwind where my favorites!

+1 vote     reply to comment
StoneFrog
StoneFrog Jun 5 2010 says:

I approve.

+1 vote     reply to comment
Ulysses24
Ulysses24 Jun 2 2010 says:

Keep up the excellent work! I'm very much looking forward to this.

+1 vote     reply to comment
ApornasPlanet
ApornasPlanet Jun 1 2010 says:

awesome, I will enjoy playing this!

+1 vote     reply to comment
[$#!T-Happens]
[$#!T-Happens] May 29 2010 says:

dude... bloody awesome...
i always wanted to play daggerfall but could never get it to work..

+1 vote     reply to comment
jmancube
jmancube May 27 2010 says:

Looks great! I think it's a great idea what you are doing, reviving a classic so that it is more accessible for people! I can't wait till this is finished!

+1 vote     reply to comment
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