List of Source Ports and Recreations
- 1 Gallery
- 2 Attempted Source Ports
- 3 Attempted Recreations
- 4 See Also
- 5 External Links
Attempted Source Ports
The source code to Blood was never released; however, source ports have been attempted using released Build engine, Duke Nukem 3D, Shadow Warrior, or the leaked Blood Alpha code, as well as original programming using reverse engineering. Based on original or already free software source code and only reading the original game's assets, these projects are considered more clear legally speaking. They should also be able to run custom content such as Bloody Pulp Fiction or Death Wish. The exact definition of what is a source port is debatable however, and methods of reverse engineering will vary.
"The XL Engine is an engine that runs the 'XL Games', which are enhanced remakes/ports* of the classic games. Essentially they are remakes in the spirit of a port, or to put it another way, they emulate the original games and then provide optional enhanced features on top in order to improve playability and visuals. All these games will be able to use the 'Pure Renderer', which is a software renderer that can support the original 8 bit rendering and resolutions. Basically this means that you can play the games as they original looked and played or play in higher resolutions and color depths with a variety of enhancements. You choose how close to the original you want the games to be."
The XL Engine, a reversed engineered port of the Jedi Engine used in Star Wars: Dark Forces and Outlaws, is attempting Blood support since first announced on December 22, 2010. Pursuant to this, support for the original Shadow Warrior has also been prototyped.
- Links: Official Website, XL Engine Wiki Article, ModDB
"EX moves away from BUILD in terms of mechanics and basically reproduces the original game in a modernized engine, which means floating point math instead of fixed point and timing/speed/movement etc has to be scaled down to match the original game, so theres bound to be some minor flaws here and there. Though despite of that, EX will have a more dedicated focus on modding and customization... The way I handle it is anything regarding to damage values, health, etc is reverse engineered, because that's the most important things that needs to be done right. Anything regarding to player weapon swaying and object momentum speeds (such as how far you throw dynamite, or how much an explosion knocks you back) is entirely empirical, though I do rely on the assembly as a guide. AI behavior is 100% identical and taken directly from the disassembly. Though I do add a bit more to it so it can be easily customized by modders. The only thing I am concerned about is how the enemy aims at the player. Build engine games uses a fixed-point slope value while Kex uses atan2/angle pitch to determine the aim.... which results in the AI being a tad more accurate even while the player crouching. I have some ideas to emulate the fixed point slope behavior though. Everything else (renderer, collision, resource management, etc) is done from scratch."
"This is a modified version of DosBox v0.74 called BloodBox, that will serve as the platform for a reverse engineering effort of the classic first person shooter Blood. Specifically version 1.21 (The GOG version should work) After loading the main executable of the game, BloodBox injects calls to a special interrupt at the start of certain functions. These functions were then reverse engineered and implemented in BloodBox itself. In this way, instead of having to reverse engineer the entire game, only code useful for speeding up, bug fixing, modding and adding features will have to be considered."
A modified version of DosBox v0.74, that will serve as the platform for a reverse engineering effort of the classic first person shooter Blood. Specifically version 1.21, instead of having to reverse engineer the entire game, only code useful for speeding up, bug fixing, modding and adding features will have to be considered.
The first ambitious port, started in 2005 and last updated in 2009 by Justin "icecoldduke" Marshall and also known as WinBlood. It first attempted to port the game assets to the Build engine port hosted on icculus.org before later being restarted from scratch based on JFDuke3D, releasing a few screamshots and four public alphas.
- Links: SourceForge WinBlood video, WinBlood on 3D Realms Forums, WinBlood on Transfusion Forums, icecoldduke's modern website
Registered by Jacob Moorman on April 12, 2010 and last updated on April 11, 2013, OpenBlud attempted to create a basis with the original Shadow Warrior source code while also porting to 32-bit Windows systems.
- Link: SourceForge
"BuildSharp is an application, currently in development, that can read from and utilise assets from Build games and be used to generate games via a scripting language. Developed in C# and using XNA (but planning to move to MonoGame when able) The primary focus is on the Build game Blood as it is currently one of the main three Build games (the others being Duke Nukem 3D and Shadow Warrior) that has not had it's source code released. This site is still quite new, so please check out our Facebook page for details of our development so far."
See Also: List of Mods#Other
Most of these take the form of total conversions for other games, sometimes with attempts to imitate the Blood game logic as well as its aesthetics. Others are better classified as original fangames. As with all fan made projects using copyrighted assets, there are questions as to their legality; Transfusion received a quitclaim license however.
- Transfusion - a project to recreate Blood under the true 3D DarkPlaces engine which is a modified Quake engine. Supports multi-player.
- Blood TC - a total conversion WAD file for Doom II: Hell on Earth with seven levels. Single-player.
- ZBlood - modified and enhanced version of Blood TC which runs on the ZDoom engine as well as its derivatives. Single, cooperative, and multi-player.
- Blood Reborn - an attempted recreation of Blood built using Game Maker 7. Single-player.
- BloodCM - a Blood total conversion for EDuke32. Currently considered to be the most accurate recreation. Single-player only.
A project to replicate Blood atop of Unreal Engine 4 by D!rt, an Irish 3D artist who worked on the 2013 remake of Rise of the Triad and the earlier Blood Source project. The first news post is from January 7, 2015. Once seemingly being merged into the Blood Fan Remake on Unity 3D, a video of the current state of the project was released on March 15, 2018.
- Links: ModDB, Transfusion Forums thread, Postmortem thread, Article, BloodLine article, Similar project
Blood Fan Remake
A project to recreate Blood atop of the Unity 3D engine first announced on April 23, 2017 by OrdinaryFpsFan789. Currently hoping to complete a full remake of E1M1: Cradle to Grave. A demo was released on May 22, 2017. D!rt, formerly of both Blood Evolution and Blood Source, is now listed as a modeller.
- Links: ModDB, Download, Transfusion Forums, YouTube channel, YouTube video, Reddit thread
Bloodmod To Duke
An early attempt at doing a Blood total conversion for Duke Nukem 3D, announced on August 17, 2005 by TheChosenOne.
Cradle to Grave
C2G was another project to add Blood enemies, objects, and styles to EDuke32 by Daedalus, Dimebog, Daedolon and others from The Postmortem going under the title of Bunch of Butchers. First announced on June 23, 2008, with the last news post from March 23, 2011.
- Links: ModDB, Postmortem thread,3D Realms thread 1, 3D Realms thread 2
- Links: Website, ModDB, Postmortem thread (related thread), Transfusion Forums thread (related thread), Forum thread, Similar project, Similar proposal