So I've been noting the various "open source engine implementations" for various retro games like Doom, Quake, ES3, etc and it made me consider that the Chrono Cross game discs essentially have the script, dialogue, model, texture etc data in readable formats. Of course, there remains various bits and pieces of unknown data, particularly in the ATIM texture format and 4 bytes of the LZSS compression format.
My C++ skills have vastly improved these past months, and so after studing the OpenMW source code, I'm eager to put it to the test and perhaps learn more in the process, particularly in the area of OpenGL or perhaps the new Vulkan API.
From what I've gathered, I think so far these libraries/dependencies will help:
- SDL 2: For video, audio management
- OpenSceneGraph: For its higher level OpenGL components
- Boost: Endianness management, cyclic buffers, dynamic bitset, etc
If successful, this engine may allow for modding the game in a way similar to Bethesda games or Doom. Perhaps a Radical Dreamers mod using CC data? Of course, a copy of Chrono Cross will be required on the end user's part. This is, after all, just an engine that makes use of it.