OpenJKDF2
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OpenJKDF2 is a function-by-function reimplementation of DF2 in C, with 64-bit ports to Windows 7+, macOS 10.15+, and Linux. Files are organized as closely to the original game as possible, based on symbols from the Grim Fandango Remaster Android/Linux/macOS port, as well as scattered assertions from various other games. It also contains the original versions of byacc
and flex
used for COG script parsing.
OpenJKDF2 does not include any original game assets; a valid copy of JKDF2 is required and can be purchased from GOG or Steam. The GOG version is recommended, since it is DRM-free and also includes the soundtrack in Ogg Vorbis format. If you'd like to try before you buy, a WebAssembly demo of OpenJKDF2 can be found at https://maxthomas.dev/openjkdf2/.
Support for playing the original soundtrack from Ogg Vorbis files is primarily supported for the GOG and Steam versions of the game assets. Original disk soundtracks can also be loaded from MUSIC/1/Track<1..11>.ogg
and MUSIC/2/Track<1..11>.ogg
for each disk's soundtrack. If files are missing, it will instead attempt to use a GOG track number from MUSIC/Track<12..32>.ogg
. Dumping the soundtrack from disks at install time is planned for a future release of OpenJKDF2, but is not currently implemented.
Platforms
OpenJKDF2 supports the following configurations:
Configuration | Renderer | Description |
---|---|---|
64-bit Windows/SDL2 | OpenGL 3.3 | 64-bit Windows compilation with SDL2 and OpenAL. DirectX dependencies are replaced with SDL2 and OpenAL. |
MacOS x86_64/AArch64 | OpenGL 3.3 | 64-bit MacOS compilation with SDL2 and OpenAL. All release packages include both Intel and ARM64. |
64-bit Linux/SDL2 | OpenGL 3.3 | 64-bit Linux compilation with SDL2 and OpenAL. |
Emscripten/WebAssembly | WebGL 2/OpenGL ES 3 | WebAssembly with SDL2 and OpenAL. Runs in a web browser. Since WASM only supports 32-bit pointers, this will likely be less buggy than 64-bit, but less performant. |
x86 Linux/SDL2, mmap blobs | OpenGL 3.3 | 32-bit Linux compilation with SDL2 and OpenAL. JK.EXE is memory mapped into the process and used as a "binary blob"; Unimplemented functions will fall back to JK.EXE implementations. |
32-bit Linux/SDL2, blobless | OpenGL 3.3 | 32-bit Linux compilation with SDL2 and OpenAL. The output executable is a swap-in replacement for JK.EXE, but will be missing functions and will crash on reaching unimplemented code. |
x86 Win32/MinGW DLL | Software/DirectX | Win32 hooked build, JK.EXE is patched to load df2_reimpl.dll execute hook_init_win before JK.EXE's main function. Unimplemented functions will fall back to JK.EXE implementations. df2_reimpl_kvm.dll is used for the KVM target |
The following implementations are in-progress or planned:
Configuration | Renderer | Description | Status |
---|---|---|---|
Android | OpenGL ES 3 | Not a huge priority, but would be nice to have. | It compiles and renders! Input/menuing is lacking. |
iOS | Metal? | Not a huge priority, but would be nice to have. | Not started |
Switch libnx | OpenGL ES 3 | Not a huge priority, but would be nice to have. | Not started |
32-bit Windows/SDL2 | OpenGL 3.3 | Windows compilation with SDL2 and OpenAL. DirectX dependencies are replaced with SDL2 and OpenAL. Targeting Windows XP ~ Windows 7 | Not started |
32-bit Windows/DirectX | Direct3D 3 | Faithful decompilation with original DirectX bindings/renderer. | Not started |
Linux building works on AArch64/RPi4 with llvmpipe, but V3D GLES has trouble with palettes.
OpenJKDF2 requires game data from a licensed copy of Jedi Knight: Dark Forces II in order to run; No game assets are provided by OpenJKDF2. On Linux, paths and filenames may be case-sensitive. Your directory structure should look something like this:
.
βββ JK.EXE
βββ MUSIC
βΒ Β βββ Track12.ogg
βΒ Β βββ Track13.ogg
βΒ Β βββ Track14.ogg
βΒ Β βββ Track15.ogg
βΒ Β βββ Track16.ogg
βΒ Β βββ Track17.ogg
βΒ Β βββ Track18.ogg
βΒ Β βββ Track22.ogg
βΒ Β βββ Track23.ogg
βΒ Β βββ Track24.ogg
βΒ Β βββ Track25.ogg
βΒ Β βββ Track26.ogg
βΒ Β βββ Track27.ogg
βΒ Β βββ Track28.ogg
βΒ Β βββ Track29.ogg
βΒ Β βββ Track30.ogg
βΒ Β βββ Track31.ogg
βΒ Β βββ Track32.ogg
βββ episode
βΒ Β βββ JK1.gob
βΒ Β βββ JK1CTF.gob
βΒ Β βββ JK1MP.gob
βββ openjkdf2-64
βββ player
βββ resource
βββ Res1hi.gob
βββ Res2.gob
βββ jk_.cd
βββ video
βββ 01-02A.SMK
βββ 03-04A.SMK
βββ 06A.SMK
βββ 08-10A.SMK
βββ 12A.SMK
βββ 16A.SMK
βββ 18-19A.SMK
βββ 21A.SMK
βββ 23A.SMK
βββ 25A.SMK
βββ 27A.SMK
βββ 33-34A.SMK
βββ 36A.SMK
βββ 38A.SMK
βββ 39A.SMK
βββ 41-42A.SMK
βββ 41DA.SMK
βββ 41DSA.SMK
βββ 44A.SMK
βββ 46A.SMK
βββ 48A.SMK
βββ 50A.SMK
βββ 52-53A.SMK
βββ 54A.SMK
βββ 57A.SMK
Building
See here for instructions.
Contributing
Contributions in the form of code cleanup and documentation are highly welcomed. See CONTRIBUTING.md for details on what kinds of cleanup tasks still need to be done. OpenJKDF2 is not currently accepting monetary donations, however detailed bug and crash reports are always appreciated, including bugs/crashes involving mods.
TL;DR: What Isn't Implemented, Yet
- Load Configuration and Save Configuration in Setup > Controls > Options
- Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
Usage with original JK.EXE and DirectX using hooks
See here for instructions.
Methodology
The bulk of research and documentation occurs in IDA. Every function has been identified to a file prefix (ie stdHashTable_
) with a corresponding .c/.h file. RenderDroid (rd*
) and LEC stdlib (std*
) functions are 90% canonically named, based on symbols from Grim Fandango Remastered.
Reverse engineering is a parallel effort between structure documentation and function identification. Once structures are sufficiently documented, Hex-Rays can be used for decompilation. While most Hex-Rays output works outright, many loops and structures require manual intervention. Output is generally cleaned and tidied to remove redunant stack variables or too-deep nesting. sizeof
and obvious inlining and macros should also be adjusted as appropriate.
Engine variables and yet-to-be-decompiled functions are referenced using define
macros and static function pointers, respectively. Once a file is decompiled enough that an engine variable is no longer referenced by non-decompiled code, the variables can be declared in their respective C files. For decompiled functions which are only referenced by non-decompiled functions, a hook_function
call is added in main.c
to redirect code execution to df2_reimpl.dll
from JK.EXE
.
Progress is tracked using analyze.py
, output.map
and ida_copypaste_funclist_nostdlib.txt
: After compiling df2_reimpl.dll
, symbols can be compared against the .idb
to determine how much of the original .text
is actually in use, and how much has been hooked and replaced.
If you'd like a copy of my IDB to examine functions which haven't been decompiled yet (or for any other use), let me know.
Current Progress
Generated using analyze.py
. Some filenames may be inaccurate or incomplete (see ida_copypaste_funclist_nostdlib.txt
for a full function name listing).
[file] [size] [% of text] [% complete] [decomp / total]
DirectX 0x1e 0.003% 100.000% 5 / 5
jkGob 0x29 0.004% 100.000% 2 / 2
jkGuiDecision 0x45 0.006% 100.000% 3 / 3
sithStrTable 0x5b 0.008% 100.000% 4 / 4
sithCopyright 0x67 0.010% 100.000% 1 / 1
jkStrings 0x89 0.013% 100.000% 5 / 5
jkGuiGeneral 0xc5 0.018% 100.000% 3 / 3
jkSmack 0xee 0.022% 100.000% 4 / 4
rdFace 0xf6 0.023% 100.000% 4 / 4
jkGuiControlOptions 0x105 0.024% 100.000% 3 / 3
stdHashKey 0x107 0.024% 100.000% 10 / 10
rdCanvas 0x113 0.025% 100.000% 4 / 4
jkGuiEsc 0x18f 0.037% 100.000% 3 / 3
rdroid 0x1f6 0.047% 100.000% 27 / 27
sithHeader 0x1f9 0.047% 100.000% 1 / 1
sithTime 0x213 0.049% 100.000% 6 / 6
jkGuiSingleTally 0x21b 0.050% 100.000% 4 / 4
jkGuiSetup 0x240 0.053% 100.000% 4 / 4
jkGuiSound 0x274 0.058% 100.000% 3 / 3
sithItem 0x275 0.058% 100.000% 5 / 5
jkGuiGameplay 0x2b2 0.064% 100.000% 3 / 3
stdMemory 0x2ba 0.065% 100.000% 7 / 7
sithEvent 0x2e3 0.069% 100.000% 9 / 9
stdMci 0x2ef 0.070% 100.000% 7 / 7
jkGuiObjectives 0x308 0.072% 100.000% 4 / 4
jkControl 0x331 0.076% 100.000% 4 / 4
Windows 0x39a 0.085% 100.000% 11 / 11
stdString 0x3b3 0.088% 100.000% 11 / 11
sithRenderSky 0x3c2 0.089% 100.000% 5 / 5
jkGuiDialog 0x3e0 0.092% 100.000% 6 / 6
sithModel 0x3f1 0.094% 100.000% 8 / 8
rdThing 0x42f 0.099% 100.000% 12 / 12
stdGdi 0x430 0.099% 100.000% 10 / 10
jkCutscene 0x443 0.101% 100.000% 7 / 7
sithKeyFrame 0x44e 0.102% 100.000% 5 / 5
stdPcx 0x45e 0.104% 100.000% 2 / 2
sithDSSCog 0x460 0.104% 100.000% 4 / 4
smack 0x466 0.104% 100.000% 6 / 6
sithPlayerActions 0x46f 0.105% 100.000% 3 / 3
rdMath 0x47d 0.107% 100.000% 6 / 6
rdLight 0x49f 0.110% 100.000% 8 / 8
jkGuiMain 0x4b1 0.111% 100.000% 6 / 6
stdFnames 0x4ee 0.117% 100.000% 14 / 14
sithSprite 0x4f1 0.117% 100.000% 6 / 6
jkGui 0x4fb 0.118% 100.000% 10 / 10
jkGuiTitle 0x4fb 0.118% 100.000% 10 / 10
sithMaterial 0x4fd 0.118% 100.000% 9 / 9
wuRegistry 0x5b2 0.135% 100.000% 12 / 12
stdHashTable 0x5d6 0.138% 100.000% 10 / 10
Video 0x5dc 0.139% 100.000% 5 / 5
sithConsole 0x5de 0.139% 100.000% 13 / 13
sithExplosion 0x61d 0.145% 100.000% 4 / 4
sithAIClass 0x689 0.155% 100.000% 7 / 7
rdPrimit2 0x69a 0.157% 100.000% 5 / 5
sithCogScript 0x6ca 0.161% 100.000% 9 / 9
Window 0x6db 0.163% 100.000% 13 / 13
stdGob 0x6dd 0.163% 100.000% 14 / 14
jkAI 0x6e7 0.164% 100.000% 5 / 5
sithMain 0x72b 0.170% 100.000% 16 / 16
jkGuiControlSaveLoad 0x732 0.171% 100.000% 6 / 6
jkGuiPlayer 0x73a 0.171% 100.000% 5 / 5
rdSprite 0x76d 0.176% 100.000% 5 / 5
stdConffile 0x78d 0.179% 100.000% 13 / 13
jkGuiMap 0x793 0.180% 100.000% 8 / 8
sithTemplate 0x79d 0.181% 100.000% 10 / 10
sithParticle 0x7f5 0.189% 100.000% 10 / 10
sithSector 0x806 0.190% 100.000% 13 / 13
sithComm 0x80b 0.191% 100.000% 11 / 11
sithMap 0x814 0.192% 100.000% 6 / 6
Main 0x87b 0.201% 100.000% 4 / 4
jkGuiMultiTally 0x8aa 0.206% 100.000% 7 / 7
jkGuiSingleplayer 0x8d8 0.210% 100.000% 7 / 7
jkCredits 0x8e4 0.211% 100.000% 6 / 6
sithCogFunctionSector 0x93a 0.219% 100.000% 22 / 22
sithCogFunctionAI 0x943 0.220% 100.000% 20 / 20
stdSound 0x9bf 0.231% 100.000% 27 / 27
sithGamesave 0x9bf 0.231% 100.000% 7 / 7
jkGuiForce 0x9dd 0.234% 100.000% 11 / 11
sithSound 0xa00 0.237% 100.000% 13 / 13
rdParticle 0xa0d 0.239% 100.000% 10 / 10
rdMaterial 0xa2d 0.241% 100.000% 9 / 9
sithSoundClass 0xa46 0.244% 100.000% 16 / 16
sithCogFunctionSound 0xa97 0.251% 100.000% 14 / 14
rdKeyframe 0xa99 0.251% 100.000% 8 / 8
rdCamera 0xaa8 0.253% 100.000% 26 / 26
jkGuiSaveLoad 0xb21 0.264% 100.000% 9 / 9
rdPolyLine 0xb42 0.267% 100.000% 6 / 6
jkSaber 0xb54 0.269% 100.000% 8 / 8
jkGuiKeyboard 0xb57 0.269% 100.000% 14 / 14
jkGuiNetHost 0xbc6 0.279% 100.000% 6 / 6
sithOverlayMap 0xbf8 0.284% 100.000% 9 / 9
rdVector 0xd29 0.312% 100.000% 55 / 55
jkGuiMouse 0xdb5 0.325% 100.000% 14 / 14
DirectDraw 0xdd4 0.328% 100.000% 16 / 16
jkEpisode 0xdd9 0.329% 100.000% 10 / 10
sithCogFunctionPlayer 0xdf0 0.331% 100.000% 42 / 42
jkHudInv 0xe43 0.338% 100.000% 9 / 9
sithCogFunctionSurface 0xe92 0.346% 100.000% 38 / 38
sithActor 0xf9c 0.370% 100.000% 13 / 13
stdConsole 0xfff 0.380% 100.000% 20 / 20
jkGuiMultiplayer 0x1097 0.394% 100.000% 13 / 13
DirectPlay 0x10cc 0.399% 100.000% 31 / 31
VBuffer 0x10dc 0.400% 100.000% 4 / 4
jkCog 0x11b8 0.420% 100.000% 40 / 40
stdControl 0x11ec 0.425% 100.000% 22 / 22
sithPuppet 0x1222 0.430% 100.000% 17 / 17
sithCamera 0x124b 0.434% 100.000% 23 / 23
jkGuiDisplay 0x12ff 0.451% 100.000% 11 / 11
jkGuiJoystick 0x13f0 0.473% 100.000% 19 / 19
jkDSS 0x13f6 0.474% 100.000% 32 / 32
sithCogYACC 0x152b 0.502% 100.000% 10 / 10
jkRes 0x15b6 0.515% 100.000% 23 / 23
jkMain 0x16cd 0.541% 100.000% 53 / 53
sithWorld 0x1718 0.548% 100.000% 22 / 22
sithDSS 0x175d 0.554% 100.000% 22 / 22
stdMath 0x182a 0.573% 100.000% 23 / 23
rdActive 0x1a55 0.625% 100.000% 8 / 8
sithCogExec 0x1aec 0.639% 100.000% 31 / 31
sithCogParse 0x1b2a 0.645% 100.000% 26 / 26
jkHud 0x1c9b 0.679% 100.000% 17 / 17
jkDev 0x1fd6 0.755% 100.000% 41 / 41
sithInventory 0x2150 0.791% 100.000% 62 / 62
sithDSSThing 0x22aa 0.823% 100.000% 37 / 37
sithRender 0x23de 0.851% 100.000% 22 / 22
jkGuiBuildMulti 0x258b 0.891% 100.000% 24 / 24
sithSoundMixer 0x2626 0.905% 100.000% 37 / 37
stdDisplay 0x267b 0.913% 100.000% 37 / 37
sithCogFunction 0x26c2 0.920% 100.000% 119 / 119
sithAI 0x2771 0.936% 100.000% 35 / 35
rdModel3 0x2a7e 1.008% 100.000% 23 / 23
std3D 0x2c4a 1.051% 100.000% 39 / 39
rdMatrix 0x2c85 1.056% 100.000% 56 / 56
sithAICmd 0x2cc0 1.062% 100.000% 22 / 22
jkGuiRend 0x2cd7 1.064% 100.000% 68 / 68
jkPlayer 0x2da2 1.083% 100.000% 45 / 45
sithPhysics 0x310b 1.164% 100.000% 13 / 13
sithWeapon 0x32a8 1.202% 100.000% 33 / 33
rdCache 0x331c 1.213% 100.000% 16 / 16
sithCogFunctionThing 0x3a4c 1.383% 100.000% 142 / 142
rdClip 0x81f2 3.084% 100.000% 17 / 17
sithAIAwareness 0x31f 0.074% 90.488% 5 / 6
stdComm 0x53c 0.124% 98.955% 16 / 17
stdFileUtil 0x687 0.155% 54.159% 6 / 11
stdBmp 0x6b8 0.159% 0.000% 0 / 3
sithAnimClass 0x6cc 0.161% 94.080% 4 / 5
stdStrTable 0x7b6 0.183% 82.877% 4 / 6
stdColor 0x97e 0.225% 24.198% 3 / 11
jkGame 0x98f 0.227% 80.384% 12 / 13
stdPalEffects 0xa66 0.247% 85.875% 16 / 21
stdLbm 0xc24 0.288% 0.000% 0 / 3
rdColormap 0xcf4 0.307% 47.738% 7 / 12
stdPlatform 0xdde 0.329% 49.042% 37 / 43
sithPlayer 0xe72 0.343% 95.944% 23 / 27
stdBitmap 0xeb6 0.349% 47.398% 6 / 14
sithTrackThing 0xf9f 0.371% 90.098% 12 / 15
rdPuppet 0x101f 0.383% 97.407% 15 / 19
stdGif 0x1162 0.412% 0.000% 0 / 4
sithCommand 0x11b2 0.420% 91.545% 18 / 20
sithIntersect 0x12a8 0.443% 92.588% 9 / 12
rdPrimit3 0x16e0 0.543% 91.684% 7 / 9
stdFont 0x181a 0.572% 75.284% 12 / 20
sithSurface 0x1c6a 0.674% 96.838% 33 / 35
sithCog 0x1ed3 0.731% 90.686% 21 / 28
sithMulti 0x252a 0.882% 91.423% 29 / 35
sithCollision 0x2827 0.953% 91.954% 19 / 22
sithControl 0x285a 0.958% 99.613% 31 / 33
sithThing 0x338c 1.223% 86.829% 43 / 49
rdRaster 0xf04d 5.702% 0.195% 1 / 89
rdZRaster 0x15fb4 8.346% 0.000% 0 / 73
rdAFRaster 0x1620d 8.402% 0.000% 0 / 122
rdNRaster 0x304d4 18.339% 0.000% 0 / 87
---------------------------------------------------------------------------------
Total completion:
-----------------
56.758% by weight
95.857% by weight excluding rasterizer
2694 / 3169 functions
2694 / 2798 functions excluding rasterizer
Subsystem Breakdown (Not Decomp'd)
----------------------------------
[subsys] [% of text] [TODO / total]
sith 0.542% 40 / 1319
stdPlatform 0.168% 6 / 43
std 1.494% 47 / 376
jkGui 0.000% 0 / 284
rd 0.216% 11 / 345
jk 0.044% 1 / 324
Raster 40.778% 370 / 371
other 0.000% 0 / 107
-----------------------------------------
total 43.242% 475 / 3169
Subsystem Breakdown (Not Decomp'd, Excl Raster)
-----------------------------------------------
[subsys] [% of text] [TODO / total]
sith 0.916% 40 / 1319
stdPlatform 0.283% 6 / 43
std 2.524% 47 / 376
jkGui 0.000% 0 / 284
rd 0.364% 11 / 345
jk 0.075% 1 / 324
other 0.000% 0 / 107
-----------------------------------------
total 4.162% 105 / 2798