All documents that are referenced by this document can be found in Docs/ folder where you installed the XL Engine
(the location of this document).
Additional Documents worth reading in the Docs folder but not mentioned elsewhere in this document:
[getting_the_games.txt] A document that tells you where to legally obtain the games supported by the XL Engine.
[keyNames.txt] If you want to manually edit the settings.ini file, this document lists the names of the various names
to use for each key. If the use the UI to setup the controls then this file can be ignored.
The XL Engine provides support for first person DOS-era games running on modern operating systems such as Windows 10.
Current support includes: Daggerfall, Dark Forces, Blood and Shadow Warrior.
Source ports are a great way of keeping games such as Doom and Duke Nukem 3D working and even being enhanced on modern
systems. While the XL Engine may support games with source available in the future, its primary goal is to support
games with no source released with “source port accuracy.” Many great older games may never see a source release but
they still deserve to be preserved and enhanced.
The XL Engine is designed to be easy to use, easy to play the supported games on modern systems. It handles modern
GPUs, varying refresh rates, high resolutions with high performance. In the future, the engine will add support for
easy modding and easy multiplayer support for those games that support it (such as Blood). In the future this will
include built-in tools, including scripting and reviving the DarkXL sector editor so that games such as Dark Forces
and Blood can be modded with modern tools.
However this is only an engine, no games are bundled with the application. Games need to be legally acquired before
they can be played using the XL Engine. The good news is that Daggerfall is now free and can be downloaded from
Bethesda or using Daggerfall Setup. Blood and Dark Forces are available for purchase from GOG.com and Steam.
XL Engine (xlengine.com)
(c)2011, Lucius, and its affiliates and assigns and licensors.
All rights reserved.
No claim to copyright is made for original U.S. Government Works
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
documentation files (the “Software”), to deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this document shall be included in all copies or substantial portions of the Software.
Game code that makes use of the “Build” Source may not be included in any copies that are sold commercially
(see buildlibc.txt). In addition no copyrighted game assets may be included in any redistribution without prior
permission from the associated copyright holders.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
private message on the forums [http://xlengine.com/forums; PM luciusDXL]
e-mail [mailto:gmail – dot – com – username – ldarkxl]
XL Engine Homepage: http://xlengine.com
XL Engine Blog: http://xlengine.com/blog
XL Engine Forums: http://xlengine.com/forums
Source code: https://github.com/luciusDXL/XL-Engine
XL Engine credits
For assets and code provided by other people and groups see below.
Obviously I authored the code in the XL Engine and modified game code decompiled from the original executables or
original source code. Game code was freely modified to fit within the XL Engine framework, make it easier to read
and/or improve performance and some of the original systems have been replaced with XL Engine systems with equivalent
functionality (plus optional improvements).
All system and OS level functionality rely on the XL Engine framework and the game code cannot run on its own – the
XL Engine controls program execution, startup and shutdown, access to the hardware, OS and file systems. The XL Engine
may shutdown and startup games at any time and fully controls the memory space that games are allowed to operate in.
No copyrighted game assets are included in the package, respective copyright owner maintain their full rights. The
XL Engine and its “game” components replace the original executables in order to run on modern systems, improve
stability and provide other improvements. However you are still required to obtain a legal copy of a game in order to
play it using the XL Engine.
Finally I am probably forgetting people, if so just let me know!
See “Contact” above for private contact info. You can, of course, post on the blog or forums but I would prefer to be
contacted privately to handle any issues such as licensing, changing the credits information or requesting that your
asset(s)/code/library be removed from the package.
Simplicity Vector Icon Set [http://www.webiconset.com/simplicity-vector-icon-set]
Neva wallpaper [Niels Blondeel | Tikui; http://digitalshiva.deviantart.com; see neva_wallpaper.rtf]
XL Engine Logo [Lazaroth, jet800; XL Engine forums]
Game Box Art [Google Image Search, TO-DO: find sources; touched up by lucius (me)]
UI Buttons and Whooshes Pack 1 [http://www.narfstuff.co.uk; see narstuff.txt]
freepats [http://freepats.zenvoid.org; Gravis Ultrasound patches from the Freepats Project]
Roland SC-55 [http://www.synthfont.com/punbb/viewtopic.php?id=167; supposedly by an anonymous person]
SoundBlaster [http://alsa.opensrc.org/8MBGMSFX.SF2; the main SF2 used for Creative Sound Blaster Live (emu10k1)]
Note: these libraries are linked with the engine. These libraries use permissive, BSD/MIT like licenses.
System Libraries (GLX, Win32, etc.)
Glew [http://glew.sourceforge.net; The OpenGL Extension Wrangler Library]
Freetype 2 [www.freetype.org; The FreeType Project]
–Dynamic Libraries, not linked to the engine–
Note: these use dynamic library loading, so no source code or libraries are used – only headers.
In addition library types are only used for the specific implementation and no where else in the engine.
No code linking is involved and the rest of the engine does not depend on these libraries, outside of system they
provide functionality for of course.
Wild Midi [https://github.com/zz85/wild-web-midi]
–Shadow Warrior / Build Source–
Note: this code is NOT used in the XL Engine itself but is, for now, used by some of the game code.
(Note Build is NOT used for Daggerfall or Dark Forces, for example, but IS used by Blood)
Ken Silverman, Jim Dose
Charlie Wiederhold [Shadow Warrior Source Release]
Gennadiy Potapov [sw-redux]