Looks good! To date, besides the Chinese developer for a mobile game that originally utilized recreated Devilian assets in Unity for their mobile game
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where they created a basic emulator to capture in-game flyovers for their promo footage, no one had even tried to get any of the game clients to get to the basic character creation lobby and just being able to run around the game world, working). Last Trion build was 40.1.15.7-B (the binaries are the same from 40.1.15.7; it was an english voice asset update). The Steam depot you were able to download is likely this final release.
That's incredibly valuable information! Until now, I honestly had no idea whether this was actually the final version or if Trion Worlds had released any additional updates through the Glyph Launcher afterward. Thank you so, so much!
Am a former Devilian player (KR, Thai, NA/EU; NA was the main region I played on though). I still have the last Thai (GoodGames) game client as well. That might be useful only for some modified graphical assets (there were a few different character faces specific to KR/TH for example while Devilian form assets were not as censored). The Thai version mirrored the KR version of the game (Trion's version if you recall implemented different gear progression and some differences in content/game play especially in its PvP design where they also added non-Devilian form PvP) and is probably too problematic to focus any time on.
I would be incredibly grateful if you could possibly share the official Thai client! Whether it's for technical resources that could help with reverse engineering or simply for the graphical assets, it would definitely be interesting to combine some of those assets with the US client.
The challenge, of course, will be figuring out how to "replace" those assets in the original client without actually modifying the original client files themselves. However, that's something I'm already working on. Currently, the client is launched and controlled entirely through an external launcher using a loopback/bypass mechanism, and I've already implemented a working feature that allows additional content to be injected through packages.
Unfortunately back during the time the game service was active, no one built any packet capturing tool to log game play data for those critical game systems which would help with the server side emulator code. And it's been 8 years since closure where my own memory of how the game worked, has faded.
I can definitely relate to that. A lot of my memories of the gameplay have faded over the years, and I certainly can't remember every single detail anymore. However, I've actually been going through old YouTube videos, gameplay footage, Let's Plays, and streams to specifically research individual features and mechanics, trying to reconstruct as much information as possible. So far, that approach has been working surprisingly well!
That said, I would be incredibly grateful for any additional information or resources you might still have!
I have a very small amount of information at
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that I never got a chance to add the actual detailed information I really wanted to while it was still fresh in my head (that included the information that the Devilian KR site on Inven had for the game). I do have that Inven KR Devilian site captured as translated webpages (again, some of those systems and items are relevant to KR/TH' gear/progression system) and covers 4 areas; battle, character, item, and system.
I've actually already come across that website of yours, as well as your newer blog containing the migrated content. And I have to admit, your blog was actually one of the things that motivated me to start this project in the first place!
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If you still have the backup or snapshot of the KR website, that would certainly be a huge help!
I'm also not ruling out the possibility of integrating features from the Thai client that weren't available in the US version, as long as they make sense within the overall game design.
My goal is to build a modular system that allows everyone to decide for themselves how they want to experience and play the game. It's entirely possible that we could eventually support both the Korean/Thai and US versions side by side.
I can make that available since portions of it are applicable (including the talisman card system sans the few special cards that were added for the Trion version which were part of the Obsidian founders pack). Am in the process of reducing my usage of Discord; thus I can just dump whatever info I have here on RZ.
That would be an enormous help, and I would genuinely appreciate it if you could make those resources available, as long as it doesn't cause you too much trouble.
This project is truly a labor of love for me. Devilian was a game that kept me completely hooked for months, and bringing it back to life and seeing this project through to completion is something I care deeply about.
My only real concerns at the moment are the legal aspects. Providing an emulator or private server based on the original client, along with a custom launcher, would probably not cause any major issues on its own, at least that's my assumption.
However, the biggest challenge is that very few people still have the original client, or even have the game in their Steam library, which would allow them to download it. Unfortunately, I haven't been able to find any external, official download sources that are still working and that I could simply point people to.
I've actually already contacted KRAFTON regarding Devilian, since they appear to be the last known rights holders. Unfortunately, I haven't received any response so far.
I even proposed several options, including purchasing the necessary licenses or potentially obtaining a license specifically for a non-commercial project, which would allow me to legally operate a server. Sadly, as mentioned, I haven't heard anything back from them.
Yesterday, I did some more research into the client, and I honestly couldn't believe my eyes when I discovered that someone had uploaded the entire Gamebryo 2.6 SDK, including its source code, to GitHub just four months ago! This is the very engine that Devilian is based on!
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I haven't been able to determine whether this was an official release, but considering that the uploader has published 48 repositories over the years, I'm hoping everything is legitimate.
Naturally, this is an incredibly valuable discovery for me, as it could make reverse engineering the client significantly easier, help me understand its internal functions and mechanics directly, and potentially allow me to reuse certain engine components for future content.
And who knows, perhaps the newer version of the engine, which has also been made available on GitHub, could eventually open up possibilities for updating or improving parts of the original client itself!
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Even if this probably isn't some massive breakthrough, it's still an incredibly interesting discovery and definitely something worth exploring further!
Once again, I really want to thank you for all the information you've already shared. I truly appreciate it, and I'm looking forward to your support and any additional knowledge you might be willing to contribute!