Saltar al contenido
PORTSNATIVE.
InicioCatálogo
Juegos WebEmuladoresHerramientasNovedades
PORTSNATIVE.

Un catálogo para descubrir ports y proyectos relacionados. Enlazamos a las fuentes oficiales y no alojamos archivos de los juegos originales.

ExplorarCatálogoMi lista
InformaciónNosotrosProponer un portSoporteApoyo y donacionesAviso legal
© 2026 PortsNative
Volver al catálogo
Anachronox
PORTSNATIVE

Anachronox

PORT NATIVOROL / RPGWINDOWSALPHA

Anachronox

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Anachronox es un videojuego de rol de 2001 producido por Tom Hall y el estudio de juegos Dallas Ion Storm. El juego se centra en Sylvester "Sly Boots" Bucelli, un investigador privado decadente que busca trabajo en los barrios bajos de Anachronox, un planeta que alguna vez estuvo abandonado cerca del centro de la puerta de enlace de la galaxia. Viaja a otros planetas, reúne un grupo de amigos poco probable y desentraña un misterio que amenaza el destino del universo. La historia de ciencia ficción del juego estuvo influenciada por el cyberpunk, el cine negro y el humor poco convencional.

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Chronon

Build (Windows GCC x64) Build (Linux GCC x64)

What is this?

This is an open-source reimplementation of Anachronox, built on top of the Quake 2 engine (which funnily enough is the same engine Anachronox was developed upon).

It's important to note that this project is operating to reimplement the game through publicly available documentation and observation, rather than dissassembly, which should hopefully be fine from a legal standpoint.

Project Goals

  • Reimplement Anachronox (duh)
  • Support for multiple platforms; linux, android and more
  • Make the game easier to modify
  • Improved visuals

Immediate Roadmap

  • Modernise renderer w/ modern OpenGL (i.e. 3.3)
  • Finalise MD2 loader
    • Multiple skin support
    • Vertex key morphing (for facial animation)
    • MDA specification—ensure all features are supported
  • Virtual machine for APE scripts

Features

Screenshot Screenshot Screenshot Screenshot Screenshot

It's still in a very early stage of development, so nothing is playable yet. Below is a list of what's been done thus far.

  • Loading from Anachronox's DAT packages
  • Engine can initialise itself from the Anachronox game directory
  • Some preliminary work on loading Anachronox's models
  • Supports the various texture formats Anachronox uses (e.g. PNG, BMP and TGA)
  • Respects custom texture surface flags, inc. alpha effects for textures
  • Extended limits, which is necessary for some maps to load

Extras

These are additional enhancements introduced here that the original game didn't necessarily feature.

  • Can target x86, x64 and ARM64 architectures
  • Support for both Microsoft Windows and Linux
  • Higher-resolution texture replacements can be loaded in
    • Replacement textures need to be placed under a hd directory located under anoxdata
    • Can be enabled/disabled via hd_override cvar
  • Replaced QGL with GLEW
  • Code is compiled as C++, as opposed to C
  • New console variables
    • Overbrights via r_overbrights (just be wary Anachronox's art was not designed for it!)
  • New console commands
    • extract can be used to extract all mounted packages

Building

(these instructions aren't necessarily up to date)

Linux (Ubuntu 24.10)

This is the primary platform I'm developing this on, so probably will have the best results out the gate for now.

  1. Navigate to your cloned copy of the repo via the terminal; cd <repo here>
  2. Create a directory, then navigate into it; mkdir build;cd build
  3. Use cmake .. from your new directory
  4. Finally, use make and everything should just work 🤞

Windows

MinGW-w64

You can download MinGW-w64 from here and of course will require CMake as well which can be found here.

For now a copy of SDL2 is retained in the repo specifically for compiling against MinGW-w64, as the one included in vcpkg currently doesn't compile.

macOS w/ Apple Silicon

No plans to support "legacy" x86/x64 based devices right now unless someone else steps in to do it. macOS support is generally going to be at the bottom of my priority list for supported platforms.

  1. If you don't have vcpkg installed already, use vcpkg_setup_apple.sh; this will fetch vcpkg and install the dependencies
  2. Use CMake as usual, but pass -DCMAKE_TOOLCHAIN_FILE=vcpkg\scripts\buildsystems\vcpkg.cmake as an argument so it can find packages provided by vcpkg

Contributing

If you have experience with either C/C++, have a passion for programming and familiarity with the Anachronox game, then feel free to get in touch via our Discord server in the #anachronox channel.

Alternatively, feel free to ping me an email at hogsy@oldtimes-software.com.

Credits

Incorporates some additional bug fixes sourced from...

  • KMQuake2
  • Paril

Resources

  • Anachrodox
  • Anachronox SDK
  • anoxdocs
Ver proyecto oficial
CALIFICACIÓN
—
Cargando votos…
Publicidad

FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Rol / RPG
Estado
alpha
Plataforma de origen
—
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

Plataformas de destino 1

Windows
Ver en GitHub
Publicidad