An Open-Source Engine Replacement for Oddworld: Abe's Oddysee and Oddworld: Abe's Exoddus.
R.E.L.I.V.E. is a fan-made, open-source project that intends to become a fully compatible engine replacement for Oddworld Inhabitants' iconic first two games. The project's goals include fixing the original games' bugs and also eventually providing a modding / level creation interface, alongside of course making it possible to study or use the engine for new projects.
For more details, please check the project's website: https://aliveteam.github.io/
Key | Name |
---|---|
F5 | Quiksave (Exoddus only) |
F6 | Quikload (Exoddus only) |
F10 | Screen Filter |
F11 | Keep Aspect Ratio |
F12 | Fullscreen |
Anyone who wishes to contribute is encouraged to join the project's Discord, where most of the communication happens.
By contributing to this project, the contributor agrees and accepts that their code will be licensed under a GPL-compatible license (most likely the MIT/Expat license) in the future.
Since the project uses third-party repositories for some of its functions, you need to clone the project using the --recursive
flag.
git clone --recursive https://github.com/AliveTeam/alive_reversing.git
build
in your repository root! .gitignore
is configured to ignore this folder. This helps to prevent polluting the commits with binaries.For testing we provide an application called Hook Manager, which lets you freely change whether specific functions use the original code or the rewritten one. This lets you figure out whether bugs are the result of errors in the rewrite or whether they are part of the original game.
The hook manager can be downloaded from this link. You also need a patched executable for the game of your choice, which you can download here.
To use the manager you need to do the following:
You need to obtain the .map and .dll files for whichever game you want to debug. You can do this in one of two ways:
AO_ROOT
and AE_ROOT
environment variables to their respective game's install folders.msbuild
method.OR:
build\RELIVE_Binaries_Full_Debug_[ARCHITECTURE]_[BUILDNUMBER].zip
.Regardless of which way you chose, this is how you finalize the process: