Initiate Mage
- Joined
- Jun 12, 2026
- Messages
- 4
- Reaction score
- 10
Hi, about a month ago I started working on a full reversal + replica of Gunbound based on the GBWC1149 client. I'm very nearly complete with gameplay code, and have been striving for 1:1 accuracy/compatibility with the real client, but with updated engine. Since the 1149 client has all the modes in it, it would eventually allow anyone to do what they want / learn what they want from it. It also has the GLS Copyloid mobile in the binary, but no client assets, so I'll implement that and strip assets from GLS.
What I've basically done is unpacked all .XFS files, transcoded them into modern formats (.png / .flac / .json) and documented everything as the engine uses them. Then taken apart the gameplay code painstakingly and reimplemented it in modern C++ while maintaining accuracy and determinism with the real client. Of course, it needed a server, so I've written a full server as well, but will implement database later with just sqlite or something (lets face it, you're never going to actually need mySQL or postgres, and it's far simpler to just embed the database in the server).
Still to go before release:
-verifying all mobiles (20 out of 27 or 28 done) including their powerup ex items (raonship etc) and the 5 'extra' mobiles : assassin, shadow walker, princess, carrior, and copyloid.
- allclassic items and item 2s (~30% done)
- implementing powerball & team tag.
- tutorial / mission / stage mode crap.
- shop.
- probably will not do enchanting / sealing as I don't have a clue what this is and there isn't much of a hint in the client.
- probably will not do gacha, but maybe if it's simple.
- fully decoupling sim/view layers so we can retain sim accuracy at 20FPS while scrolling / input / interpolating in higher FPS.
- finishing any remaining UI items.
- implementing UDP transport (currently forced TCP tunnel as it's far easier to debug).
What I'm looking for is information on things like enchanting, pets, 'sealing', grandprix - as I never played when those things existed and have no idea how they're supposed to function. I'm not looking for anyone to assist with the programming or reverse engineering (my idb is almost fully annotated now anyway).
I will release the WIP source once I can validate all mobiles working/playable.
Edit: Yes it has a built-in aimbot. It's far easier for testing things when I need a very specific condition to occur.
Edit2: Most bugs will be retained but explicitly notated.
Edit3: I have noticed -a lot- of sound effects even for mobiles moving/shooting are missing in this build and the latest GLS build. If anyone can remember this happening in the official client and remembers which version has full audio files, let me know.
What I've basically done is unpacked all .XFS files, transcoded them into modern formats (.png / .flac / .json) and documented everything as the engine uses them. Then taken apart the gameplay code painstakingly and reimplemented it in modern C++ while maintaining accuracy and determinism with the real client. Of course, it needed a server, so I've written a full server as well, but will implement database later with just sqlite or something (lets face it, you're never going to actually need mySQL or postgres, and it's far simpler to just embed the database in the server).
Still to go before release:
-
- all
- implementing powerball & team tag.
- tutorial / mission / stage mode crap.
- shop.
- probably will not do enchanting / sealing as I don't have a clue what this is and there isn't much of a hint in the client.
- probably will not do gacha, but maybe if it's simple.
- fully decoupling sim/view layers so we can retain sim accuracy at 20FPS while scrolling / input / interpolating in higher FPS.
- finishing any remaining UI items.
- implementing UDP transport (currently forced TCP tunnel as it's far easier to debug).
What I'm looking for is information on things like enchanting, pets, 'sealing', grandprix - as I never played when those things existed and have no idea how they're supposed to function. I'm not looking for anyone to assist with the programming or reverse engineering (my idb is almost fully annotated now anyway).
I will release the WIP source once I can validate all mobiles working/playable.
Edit: Yes it has a built-in aimbot. It's far easier for testing things when I need a very specific condition to occur.
Edit2: Most bugs will be retained but explicitly notated.
Edit3: I have noticed -a lot- of sound effects even for mobiles moving/shooting are missing in this build and the latest GLS build. If anyone can remember this happening in the official client and remembers which version has full audio files, let me know.
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