VOGONS


Reply 40 of 43, by Fujoshi-hime

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In a world where people are pooping out AI slopped 'decompiles' of games, with no care for accuracy or dealing with bugs and walking off into the sunset declaring 'Mission Accomplished' after spending 2hrs with an LLM and making a YouTube video about it, I just want to say I appreciate the attention to detail you're making here. This really could be the best way to play RRT once completed.

Reply 41 of 43, by gerry

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Fujoshi-hime wrote on 2026-10-02, 18:55:

In a world where people are pooping out AI slopped 'decompiles' of games, with no care for accuracy or dealing with bugs and walking off into the sunset declaring 'Mission Accomplished' after spending 2hrs with an LLM and making a YouTube video about it, I just want to say I appreciate the attention to detail you're making here. This really could be the best way to play RRT once completed.

that's made me think about all this, i'll post about it

Reply 42 of 43, by Wilczek_h

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Dear Vogons,

@Fujoshi-hime: thank you so much for the kind words and for all the support. 😀

This is going to be a short post. I'm soooo happy to report that I managed to implement track and station building in the port! I even added the bridge building animations to it.

Check out this VIDEO!

I will share some technical details later and oh man, there are a lot of things to share. The track and station building in the original is quite buggy, but I fixed those bugs in the port. Some parts I had to reimplement from scratch as the original logic was so bad (I'm looking at you "bridge building logic"). I also eliminated the 32-station limit 😀 and increased it to 127. (Only 1 byte fits in the original structure that links a station structure to an extra station info structure. The high bit of the index is taken, so technically the limit could be 128, but index 127 is special, so the range is 0..126 giving 127 slots). I'm not sure how this will affect train routing though as in the port I cannot add stops to train schedules yet.

Anyway, I'm not releasing this version now as union station building is not yet implemented, it needs further testing AND I want the next release to be playable! So, what's next for me? Implement building a union station, collect the ASM code that is needed to add stops to train schedules and the ASM code that builds new trains. Then analyze and port those code fragments of course. If (and this is a huge if) everything goes well a playable version will be out in December.

Best regards,
Zoltan Farkas (Wilczek/FzSoftware)

Reply 43 of 43, by Fujoshi-hime

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Wilczek_h wrote on 2026-10-13, 17:26:

Check out this VIDEO!

That's great. It's really nice seeing this proceed.

If you get time, I do have one track laying and general input request. In DOS, RRT could only do smooth curves or diagonals with commands from the 7, 9, 1 and 3 keys. Basically with the number pad treated as an 8 day DPad. I was trying on in DOS on my Steam Deck and you can't really make this input with an analog stick because they are often only four digital ways. Their diagonals are done by software seeing say both 'Up' and 'Left' at the same time as 'Go Up-Left/North-East' basically. RRT can't do that, it just quickly makes a track go up and another right with a sharp turn between them. This can also be an issue on modern 'Ten Keyless' keyboards that omit the numpad entirely.

Would it be possible to, come release, accommodate a combination of two directions as being a 'diagonal'?