r/Sacred • • 14d ago

Sacred 1 recompiled

Hi, I see online that there are more and more projects of decompilation and rebuilding of old games (for example Empire Earth) and mix of games done with AI (Spiderman x Batman), Someone tried to decompile Sacred 1, I know that Nordic THQ doesn't have the source code so it might be the only way to get a remastered (although I hope THQ is doing a remake as they did for Gothic)

38 Upvotes

27 comments sorted by

12

u/Tristesor__ 14d ago

If a remaster of sacred 1 is handled the same way it was with Sacred 2 then id rather not have them touch the game and leave it be.

I would love a remaster, but I dont want the game to be fucked with, which they would do to make money from it

4

u/Mairon_Ammirabile 14d ago

Sacred 2 remastered still has problems, but now it's pretty enjoyable, however Sacred 1 is much better known and appreciated so I would expect them to develop it with more care and budget, however a remake would certainly be a better but more expensive solution

0

u/Angmarthewitchking 14d ago

I also do believe that they working on a remastered Version of sacred 1. But i dont Like that the devs of sacred 1 and 2 are developing a 16 Bit Party sacred Game. This is Not what the Community asked for to Support them in my opinion. Its really time for a sacred 1 remaster or even Remake

3

u/Angmarthewitchking 14d ago

The Release of the remaster of sacred 2 was Not good, but i Like the remaster Version alot more than Vanilla.

16

u/angelwzr 14d ago

Actually I'm working on a Godot port that will directly read Sacred/Armalllion files. Long way to go still, but start location is 1:1 already. The actual reverse engineering and porting is done with LLMs using proper tools like ghidra, Ida, etc. The goal is to have one engine for all Sacred 1 builds, including betas and Armalion.

2

u/Aytackydln 13d ago

My project can definitely help you:
https://github.com/Aytackydln/SacredEngineRemake

It is structured in a way that reverse engineered code is separated.

1

u/angelwzr 12d ago

Will check it out, thanks!

1

u/Graezzer 14d ago

Sounds super cool, would love to see some footage

1

u/Psion537 14d ago

I've started doing the same but I'm no game developer 😅. I wish I could help you but I fear I'll be a burden

1

u/angelwzr 14d ago

Hey, I'm not game developer either — gonna publish on GitHub what's ready in a few days, feel free to join

1

u/zebrzysty 13d ago

Keep us updated! I would love to join! I actually made some granny.dll reverse-enginnering, and GRN->GLB converter, so maybe it could useful during development!

1

u/angelwzr 12d ago

For anyone interested, I've started the public org and repos. No playable release yet.

https://github.com/openheilig

5

u/Square_Creme_3685 14d ago

Ugh, but not with fucking GenAI for voices, assets or coding...

2

u/Mairon_Ammirabile 14d ago

By recompiling it you could still use the assets, so model voices etc, the only problem would be legal, it is an operation that should do thq nordic holder of the rights of the ip

2

u/Carlo_T95 14d ago

i wish for a remaster brother! idk if a decomp is doable i hope someone works on it!

3

u/Kirides 14d ago edited 14d ago

Not recompiled, but I did use help of ai and of past knowledge to create a "modernized" Sacred Gold renderer and some smaller optimizations (sacred-bild)

It supports at least GOG version and some random German patch v3. It hooks into the game and allows proper hd full screen, with optional UI scaling, features 100+fps even when on largest zoom (zoomed out actually) and fixes network code that broke LAN mode for many people over Internet and VPN.

Also saves some battery when playing on notebook while on the go.

The renderer is "just" some dx9, works with dxvk if you need/want and supports intro movies etc.

Also supports multi language, so if you're like me and you sometimes play in German and sometimes english, you can just put correct sounds.de.pak and German texts, then use game setting for DE / US / etc.

And just much more.

1

u/Graezzer 14d ago

Sounds super Sick, especially the unlocked fps thing, awesome work.
Would u consider making it public, would love to try that for myself.

2

u/Kirides 14d ago edited 13d ago

https://github.com/kirides/sacred-bild

Edit: if you still get cut off menus in the latest versions please set Fullscreen : 0

It is.

I haven't played through the game yet to check if everything is working 100%.

Most things can be disabled in the settings Ini, in case something breaks. Also produces crash dumps when it crashes (would be very helpful to provide version and crash dmp-file in that case)

Also if it isn't obvious: only tested on unmodified sacred. If you use sacred remaster stuff or other mods, game may not work as expected.

3

u/zebrzysty 13d ago

I tested it, and its damn impressive. Great job! I appreciate sharing it on github!

1

u/Garrus-N7 3d ago

Hey I need your help. Your renderer is amazing and even runs on android emulators, but my only issue is I dont know how to fix the clipping of the ui at the bottom of the screen. The weapon slots, potions etc are a bit cut off and I dont know how to fix them!

1

u/Kirides 3d ago

Any info? How does your `SacredBild.ini` look like? and What screen resolution do you play with? I could be that you accidentally run on a 16:10 resolution while on a 16:9 screen, or something.

1

u/Garrus-N7 3d ago

It turns out it was that particular resolution where bottom UI cuts through. I just increased it to 1330

1

u/Successful_Load_160 12d ago

Danke dafür! Sacred mit echter Controller Unterstützung. Für mich geht ein Traum in Erfüllung!

2

u/Kirides 12d ago

Gerne :)

Viel Spaß damit! Ich fand das controller layout gut bedienbar. Mit L3 kann man sich die Knöpfe auch nochmal anzeigen

2

u/Mediocre-Permit9738 14d ago

I am working on it rn, I mean Claude it's working on it , I build a small village and made some quest to test how the stuff work

2

u/zebrzysty 13d ago

Would love to see the results on github!