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It's the beginning of 2026, the start of a whole new year.
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After 21 years, a lost engine returns to the fold with the merge of the Another World engine.
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Seems like it's been a full year since my last blog posting.
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Welcome to 2023, everyone.
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With the end of the year upon us, I thought it was time to do a blog post.
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I only realized with the turning of the new year that I have characteristically, once again, fallen behind on posting interesting news in my blog.
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Hey everyone.
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A little over a week ago, it finally happened.
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Once again, it seems I fell out of habit of doing regular blog updates.
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Work on the ScummGlk engine is ongoing.
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Seasons greetings to all, and I hope everyone has a happy time as we finish 2018 and look forward to the beginning of 2019.
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One of the things I like about my work on ScummVM is that it's a hobby rather than a profession, which gives me the freedom to switch what I'm working on when I desire.
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After all this time, support for the Might & Magic Xeen games is finally close to being finished.
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I've spent the last week with an in progress working my way through Dark Side of Xeen.
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Good news on the progress of the Xeen engine in ScummVM.
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As tempting as it would be to write this post yesterday on April Fools, I've left it to today to make a status update on my playthrough through Xeen.
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The Xeen playthrough is finally in progress, having been restarted last night.
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After all the time spent both in development, and in hiatus, work on the Xeen engine nears it's completion.
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Over the course of the Christmas holidays, I took the opportunity to take a break from working on completing the Might & Magic Xeen engine to do some further work reverse engineering and implementing code for my Legend Entertainment games engine in ScummV…
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Hi everyone, Been a while since my last blog posting, despite regular protestations that I'd be posting more frequently.
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It's taken so many nights spent slowly debugging the original executable versus my ScummVM implementation, but the final starfield puzzle of Starship Titanic is finally working.
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Since my prior posting earlier in the year, there's been a great deal of progress in Starship Titanic.
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Hi all.
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What began as a casual lunch-time activity (spread across many, many lunches), my work on Douglas Adam's Starship Titanic is finally starting to see significant results.
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Finally, after many years of half-hearted attempts, I've finally rewritten my RTLink decode tool practically from scratch to handle disassembling the RTLink/Plus overlay management used by the later Legend entertainment games.