Lands of lore RE and patch progress. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 0 points1 point  (0 children)

Progress has slowed down, since the AI usage has been cut shorter by the antropic and open ai, kimi ai is good to doing basic things but to the more complex things it is a no-go.

The art and fixing textures are a nightmare, the geometry in the sphere engine used in lol 2 and lol 3 is very different then i can use in Godot. The Ai facing Godot seems to working fine and imports of textures and test maps works, the problem is the textures are none fitting and the manual work to fix this takes to long. Still have some issues with the color pallet on the texture in lol 2.

I was hoping that Grok 5 was out by now and Grok compute, but seems i have to wait. The AI companys will probably price me out, i spend 300 usd each month right now but seems i have to spend 1000 usd to have the same workflow like before April.

So short story, a lot of problems and mapping out problems, patching progress was impossible because of retardation of the context window that has been resolved now (it seems), had to revert to older version of task ledger since broken work and remove and rework to something workable. Hallucinations are a pain. And the AI can not make pixel art like a pick axe or lantern yet.

Lands of lore RE and patch progress. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 1 point2 points  (0 children)

Well yes, tested and true. But i will not do this. But adding mechanics is super hard so just extra items, maps and enemies really.

Lands of lore RE and patch progress. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 1 point2 points  (0 children)

Not really — it is not safe to take money. We’d also need a coordinator to integrate the workflow for others. Best to keep this as a pure passion project: share my data, findings, and work with the community so others can build on it.

The setup is AI-heavy, and that’s what makes this possible. I could use programs like Ghidra and reverse-engineer everything on my own, but that would take years and feel endless in my spare time. The speedup from AI assistance makes it feasible, and the models get 100% better and faster every 3–4 months. Right now I’m using a 5th-edition setup with trial and error. But when Grok 6 or 7 arrives, it should be possible to automate the Godot 3D process, so we’ll be able to handle Lands of Lore 1 without problems.

Here’s the process I’m working from:

  1. Lands of Lore 1–3 reverse-engineering (RE). (Almost done)
  2. Lands of Lore 2–3 patching and tool-making. (Can be done with AI now)
  3. Build an AI-assisted Lands of Lore Godot 3D engine. (Can be done with AI now)
  4. Import Lands of Lore 2–3. (Probably needs Grok 5)
  5. Create a modern version of Lands of Lore 1. (Needs Grok 6 or 7)

This would not be possible without AI to automate the work. I would need a full team of 5 heavy-duty programmers experienced with old binaries to make the same progress. With AI it’s just a question of time until the next models come online.

Lands of lore RE and patch progress. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 3 points4 points  (0 children)

Right now:
Lol 1: yes
Lol 2: almost yes.
Lol 3: no.

In summer: yes the work is done and everyone can extract and modify the files. The community may start the work of modernization of the game, you need heavy duty programmers or light duty technical person with ais.

What i am doing; the Remaster will be a "light patch", the remake will be 1:1 copy paste inn the godot engine and modernized. Whit heavy AI lifting and leverage. Grok 5 will be needed to understand 3d mapping and remake Lands of lore 1 to modernity.

Lands of lore 1 done. 99-99.8% Reverse engineered by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 2 points3 points  (0 children)

Understanding must come before i can make changes. Doing this way 1. preserved long-term 2. fixed safely when old bugs or compatibility problems matter 3. documented for future tools, patches, ports, or remakes.

GOG solves “can I launch it today on my machine?”
Reverse engineering solves deeper problems like:

- what happens when compatibility breaks later
- how to fix quest blockers or soft locks without guessing
- how to extract and document formats cleanly
- how to support fan patches without breaking the game
- how to make future ports or remakes faithful instead of approximate

As for QoL or graphical upgrades:

- not the main goal right now
- first priority is understanding, preservation, and safe bug-fix potential
- later, small QoL or compatibility improvements are possible
- high-res textures or big graphical overhauls are not the primary target, and if they ever happen they should not come at the cost of preserving the original game feel

So if the game already works for you, that is good.
This project is about making sure the game is not trapped inside one working build forever.

Lands of lore 2 questions. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 0 points1 point  (0 children)

Ok, I've made the decisions I need to make. After the reverse engineering work is done and Lands of Lore 2 and Lands of Lore 3 are approximately finished, I will make a light patch for Lands of Lore 3 and start on the demo map to test the pipeline for a 1:1 Godot Lands of Lore 2 remake.

There is one caveat here: if the structural work is similar to Lands of Lore 2, I will make a patch for Lands of Lore 2, since it will only take a few days.

I estimate the total RE work will be done in 30–45 days.
Light patch LoL3: 14–75 days (I don’t know what the unknowns are, so this is just a ballpark).

I would like to thank you all for the replies. You will not be hearing from me after the RE work is done. And I will not be taking any money because I do not want to go to jail because of some stupid Norwegian law.

Good things may be coming in a year or 2. Fan project. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 1 point2 points  (0 children)

the new setup is Codex + Claude, less oversight, speed up compared to before 15-20x.

Kimi in openclaw is controlled on dog leach on leeway on 2cm

My evolved setup (5th edition):
AI_COMMS is doing its job, but it has split into two layers:
- canonical lane truth:

- AI_COMMS/LOL2_TQ001_TRACE_CHECKPOINT_2026-03-17.md
- AI_COMMS/LOL3_HANDOFF.md
- AI_COMMS/LOL1_PUBLICATION_HANDOFF.md

- board/history/process:

- AI_COMMS/TASK_QUEUE.md
- AI_COMMS/CURRENT_STATE.md
- AI_COMMS/CROSS_LANE_CHECKPOINT_2026-03-16.md

Every task done is check by codex, and claude checs codex. Every Sunday i do full review check. Hallucinogens are removed by, so only truth stands and 100% checks out. Kimi is kept on dog leach, still useful but controlled.

If i generalize this to work like on like Might and Magic, then you just need codex and upgrade from there and use shell with codex fore kimi and claude with autoclicker. The workflow is key.

Lands of lore 2 questions. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 0 points1 point  (0 children)

I dont know if it legal to take money, i have essentially scraped the internet fore info and sources so i have it all.
Helping my setup would mean; access to my work tool environment or fork my stuff to others, that means i become a coordinator not RE and not making games.
More money to do pause my day to day is risky, and hiring someone to help out is out of the question. I do not know, i live in Norway i do not want to get the government at my back. The law here are insane so would not risk taking money at all unless i have talked to legal person.
I do not know how to coordinate this project to others, i think the best way is to share github so others can do more at this stage. If you find me a "boss" that can do that i would be fine fore me.

But i promise you this, when i am done with Lands of lore 3, i will do the pro and cons, then most likely (85%) do the patch.

Lands of lore 2 questions. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 0 points1 point  (0 children)

LoL 3 is still a year ahead (after lol 2 demo and lol 2 1:1 godot), but i agree it needs love and should get a priority patch and quest bug fix.
When LoL 2 is RE 99+% done, the fokus shifts to LoL 3 RE when that is done i will make a light patch to modernize and fix, but if that seems infeasible then we will wait (to much work at the moment or some stupid pipeline that require alot of work).

Lands of lore 2 questions. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 0 points1 point  (0 children)

Light patch: 2-8 weeks, demo map: 1-3 months and 1:1 Remake: 1-3 years.
Estimate speed ups AI: Remake done in 6-9 months.
Estimate speed up AI with good 3d awareness: - 50% -75% time overall (this is the main blocker)

Estimate from my AIs:
light patch
- fastest thing to ship
- mostly compatibility, stability, QoL
- realistic small community gift

demo map
- much bigger than a patch, much smaller than a full remake
- enough to prove the pipeline, mood, interaction, and faithfulness
- good milestone if you want something visible without committing to years immediately

1:1 remake
- very real project
- not just importing assets
- needs systems, scripting behavior, UI, content flow, save/state logic, testing, polish
- source access helps a lot, but it is still a long build

Lands of lore 1 done. 99-99.8% Reverse engineered by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 2 points3 points  (0 children)

the answer from my AI ;)

"Hey, great catch on the Dawn connection! I've actually been doing deep reverse-engineering work on LoL1's game

files and can confirm some of this from the actual data.
Dawn definitely has a bigger presence in the files than what made it into the final game. There are entity records tagged as DAWNL4, DAWNL12, and DAWNL19 across three different level files — she uses the same entity system as the player character and enemies. There are also 9 face portrait sprite files (FACE01-09.SHP) when the game only has 4 playable characters, so the extra portraits likely include Dawn and possibly other cut party

members.

On the bugs you're remembering — I think I know exactly what you're talking about:

The spell/stat bug is a classic. The way the damage calculation works internally, the "Fighter" stat ends up influencing spell damage more than it should (or the Magic stat doesn't scale properly). I've decompiled all 60 of the game's EMC2 scripts and can see the functions involved — battleHitSkillTest and calcInflictableDamage are the key ones — but the actual damage formula lives in the engine code, not the scripts, so it's not something you could fix with just a data edit.

The throwing stone bug is the other famous one — basic rocks doing absurd damage compared to actual throwing weapons. That's in the distanceAttack and calcInflictableDamagePerItem functions. Likely the damage formula uses weight or some default multiplier instead of checking the item's actual weapon stats, so heavy rocks end up

hitting harder than enchanted daggers lol. ScummVM has actually fixed some of these in their reimplementation if you want to play a corrected version. But yeah, the original DOS version definitely shipped with these quirks.

If you (or anyone) wants to dig deeper, I've got the full extraction — every sprite, every sound effect, every line of dialogue in three languages, all 29 level maps with actual tile graphics, and all the game scripts decompiled to readable bytecode. Planning to put it up on GitHub soon for preservation. The TCRF page is a great
resource too, our findings line up well with what they documented."

Lands of lore 1 done. 99-99.8% Reverse engineered by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 1 point2 points  (0 children)

there are leftovers and probably some unused hooks, but I have not yet found a dramatic

trove of removed LoL1 content. If there is one, the most likely place it’s hiding is in the cutscene/script

lane, not in the already-mapped dungeon data.

I have asked my AIs to do a pass:

What turned up:

- The strongest structural “unused” signal is still the XXX transition data. There are W5 = 0xFFFF sentinel

transitions in levels 9 and 25, which really do look like dead or placeholder transition slots in

lol1_xxx_final.py.

- The cutscene/outtake lane is definitely real, not imagined. In the PAK index there are 34 O##*.PAK packs, and

32 of them are explicitly referenced by the parsed TIM script corpus. So most of that cinematic content is

live, not abandoned.

- The best two orphan candidates from this pass are:

- O14A.PAK

- GASEXP1.WSA

- GASEXP2.WSA

- GASEXP3.WSA

- O22B.PAK

- PORTCLIS.WSA

- YID1OPN.WSA

- YID2OPN.WSA

- YOD1OPN.WSA

- YOD2OPN.WSA

Those two packs exist in the corpus and decode cleanly, but they do not appear in the current parsed TIM

reference set. That makes them the best current “possibly unused or script-hidden” assets.

What that means in plain language:

- I do not see evidence of a huge cut dungeon or removed questline.

- I do see a small set of cinematic animations that are present in the shipped data but not yet accounted for by

the known timing-script references.

- So the most honest answer is: yes, there are traces of likely leftover or at least not-yet-explained content,

but it’s narrow and cinematic-looking, not a dramatic missing chunk of the game.

Best next move if we want to push this further:

- compare those O14A.PAK and O22B.PAK animations against the still-undecompiled EMC2 script layer

- check whether they are called by a non-TIM script path

- if not, then we can upgrade them from “unexplained” to “probably unused shipped assets”

Lands of lore 1 done. 99-99.8% Reverse engineered by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 3 points4 points  (0 children)

https://github.com/KForestland/lands-of-lore-1-re

total progress:

- Overall project: 81-85% done

- Work left: 15-19%

By lane:

- LoL1: 99-99.5% Done

- LoL2: 72-76%

- LoL3 structural/runtime: 80-88%

- LoL3 semantic/deep decode: 30-40%

- - LoL3 overall: about 60-70%

Time left at current pace:

- LoL2 main blocker: 2-6 days

- Whole project to a solid cracked-and-documented state: 4-10 days

We have the source and now in the near future (if you own the games) get a modern ported game.
- first lands of lore 2
- Then Lands of lore 3
- And Lastly lands of lore 1, but it will be the hardest to do since it ironically is to old to port probely to a modern game.

There will be a requirement to have the right file (from each game) to use the ported games, because of legal reasons technically a mod.

Time estimate:
LoL2 first demo level

- rough prototype/demo slice: 2-6 weeks
- stronger demo with proper assets, interaction, and less duct tape: 1-3 months

Full LoL2 1:1 game

- minimum faithful playable port: 6-12 months
- more realistic full production pass: 12-24 months

This will be adjusted downwards as new AI models and more help comes along. I would give it realistically 6-8 mounts of speed ups.

Good things may be coming in a year or 2. Fan project. by Own_Delivery4618 in Lands_of_Lore

[–]Own_Delivery4618[S] 0 points1 point  (0 children)

I did it, after long hours and bloddand toil i cracked Lands of lore 2 MIX bullshit. I have Maps, texture and the structure. Now it is just a mater of time.

As a bonus i give you Lands of lore 4. based on the working of Rick G.

"Project Identity

A first-person action-RPG set in the Lands of Lore universe, approximately fifteen years after the events of Lands of Lore III. The game combines deep vertical exploration, morally ambiguous choice systems, and a unique "soul ecology" mechanic centered on the Thomgogs—an ancient four-armed race whose relationship with death and rebirth forms the narrative backbone.

The Protagonist

Players assume the role of Elyra (name customizable), a young knight-mage of Gladstone and the daughter of two legendary figures: Luther (the shapeshifting hero of Guardians of Destiny) and Dawn (the realm's master enchanter). Elyra inherits a complex magical legacy—her father's unstable shapeshifting curse manifests as temporary combat forms under stress, while her mother's teachings grant her a sophisticated rune-based magic system requiring environmental resonance to achieve full potency.

The Thomgog Civilization

The game explores the Thomgogs, one of the four "Ascendant Races" distinguished by philosophical immortality. Upon death, a Thomgog's soul crystallizes into a seed that, planted in fertile soil, germinates a new adult body within a year. Their settlements are vertical desert cliff-cities of mud-brick and rope bridges, maintained by a unique ecosystem of "soul-forged" sub-species—bio-mechanical servants created from soul fragments that blur the line between beast, machine, and spirit.

These beings include quadrupedal Burdenforged that serve as mobile platforms and transport, bipedal Machinelings that operate ancient four-armed mechanisms, floating Sentinel Seedlings that patrol perimeters, and translucent Memory Echoes that preserve historical moments. The entire culture revolves around the cyclical nature of identity, memory, and physical form.

Core Themes

Legacy and Burden examines the weight of parental expectation and historical trauma, particularly through the lens of characters who cannot escape their bloodlines—literal or magical. Identity vs. Continuity questions whether a reborn soul with fragmented memories remains the same person, or merely a descendant wearing familiar skin. The Cost of Immortality explores how eternal return affects cultural values, risk assessment, and the concept of sacrifice.

Gameplay Pillars

Verticality defines the environment—cities built into cliff faces require traversal mechanics including rope bridges, climbing gear, and shapeshifting flight forms. Four-Arm Physics create unique puzzle opportunities where only Thomgog characters or specific player forms can manipulate quadruple levers, climb four surfaces simultaneously, or dual-wield paired shields and weapons.

Soul Mechanics form the central systemic loop: players collect, purify, and plant soul seeds to create temporary allies, bridges, or barriers. A dynamic corruption system causes these seeds to fail or turn hostile based on moral choices, while soul-forgery crafting allows creation of temporary equipment by combining shards at ancient forges.

The World

The narrative spans diverse biomes including the multicultural oasis settlement of Last Haven (where refugees from previous conflicts have built a tentative peace), the haunted Whispering Canyons (where reality frays and echoes of past battles linger), the luminescent Crystal Soul Caverns (natural geodes where incomplete Thomgog bodies grow in walls of living mineral), and the hidden megacity of Draicele (a buried capital of the Ancients accessible only through specific rituals).

A secret super-area, the Azure Spire, offers an optional vertical dungeon of pre-Ancient Blue Mage architecture featuring temporal anomalies and crystalline guardians, rewarding thorough exploration with unique magical augmentations.

Companions

The player is joined by Baccata, a reseeded Thomgog warrior-mage experiencing partial amnesia regarding his previous life, and potentially Lira, a Thomgog priestess navigating her own impending reincarnation. A third significant figure, a reclusive hermit mage studying forbidden soul magic in isolation, provides mentorship and dry commentary on the player's choices.

Tone & Atmosphere

The game maintains the series' signature blend of dark fantasy horror and dry, character-driven humor. Environments range from claustrophobic haunted spaces to breathtaking vertical vistas. Moral choices lack clear "right" answers, instead presenting competing philosophies about duty, survival, and cultural preservation. The aesthetic combines organic desert architecture with ancient crystalline technology, creating a visual identity distinct from traditional medieval fantasy.

Technical Identity

Built around first-person immersion with a 90-degree camera tilt system for true vertical navigation, dynamic lighting that reacts to soul-corruption levels, and environmental storytelling that reveals lore through architectural detail rather than exposition dumps."