DaggerFX -- vanilla DF in Windows

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MrFlibble
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DaggerFX -- vanilla DF in Windows

Post by MrFlibble »

It looks like there's been no announcement here in the forums yet, but @Ferital recently made the first release of DaggerFX, which is a project similar to KeeperFX and allows to play Daggerfall natively in Windows without the use of emulators like DOSBox.

The difference from Daggerfall Unity (DFU) is that you're essentially playing the same vanilla Daggerfall, just hooked directly into Windows OS (thus bypassing any performance issues arising from emulation). This means that gameplay is exactly the same (save for some bug fixes for now), and there is 100% saved game compatibility. The current release has been tested to play the main quest from start to finish.
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Re: DaggerFX -- vanilla DF in Windows

Post by Ferital »

Thank you for the announcement, MrFlibble!

The release is still in beta, and so far I’ve only announced it on a few Discord servers. I’m currently working on Beta 2, which will include several bug fixes as well as quicksave functionality.
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Re: DaggerFX -- vanilla DF in Windows

Post by MrFlibble »

Ferital wrote: Sat Jul 25, 2026 10:28 pm The release is still in beta, and so far I’ve only announced it on a few Discord servers. I’m currently working on Beta 2, which will include several bug fixes as well as quicksave functionality.
Lovely, good luck with perfecting your port!

I haven't gotten around to test it yet, I have a custom DOS Daggerfall setup for playing, which does not bypass CD copy protection -- Medium install with patches and fixes on the virtual HDD mounted in DOSBox and a separate virtual CD-ROM folder. I suppose I'd need to create a cumulative AREA2 folder with everything from the CD added to it to play DaggerFX?
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Re: DaggerFX -- vanilla DF in Windows

Post by Ferital »

MrFlibble wrote: Sat Aug 01, 2026 1:04 pm Lovely, good luck with perfecting your port!
Thanks! Beta 2 has just been released (https://ferital.itch.io/daggerfx), with quicksave/quickload as a new QoL feature, fixes for several bugs inherited from the original game, and various improvements to DaggerFX native backends, among other changes.
MrFlibble wrote: Sat Aug 01, 2026 1:04 pm I haven't gotten around to test it yet, I have a custom DOS Daggerfall setup for playing, which does not bypass CD copy protection -- Medium install with patches and fixes on the virtual HDD mounted in DOSBox and a separate virtual CD-ROM folder. I suppose I'd need to create a cumulative AREA2 folder with everything from the CD added to it to play DaggerFX?
Indeed, for now, it is best to run DaggerFX from a full DF install. However, you can also copy the contents of the Daggerfall CD to a separate directory, then manually edit ZFX.CFG (DaggerFX equivalent of Z.CFG) so that pathCD points to the appropriate ARENA2 directory in that copy. For the final 1.0 release, I will make sure DaggerFX works with any install size.
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Re: DaggerFX -- vanilla DF in Windows

Post by Adda »

This is all very promising, just the kind of thing I'd like for DaggerFall, which looks great in it's original state, something I feel is lost in the Unity version.
I tested the beta out and it works, donno about quests and such, I just did a quick test as I have played DaggerFall too much, I'll return though.

However the framerate seems low, I think I might understand there is a reason for this other then that I use an older computer.
The framerate seems the same everywhere, even in the menus, my guess is that this is because the game get increasingly buggy as framerate goes up in the original version, a fast computer running the original DaggerFall crashes all the time.
But maybe there is a way to make it higher.

Edit: framerate goes up with lower resolutions, so it's my old W510 that is slow, it plays rather well at 640x480 though (CRT in use).

Another ting is the aspect ratio, I would like the original setting (16:10) as well as the new one as I prefer squared pixels.

And one last thing, it would be nice to have separate mouse sensitivity settings for the mouse cursor and mouse look modes.

As for dreams, it would be nice if the map that is included in the game but not used could be used, maybe as an optional feature.

Oh and what about further view distance, I once used a hack for that.

Almost forgot, it would be nice if you could move forwards/backwards and to the side at the same time.

Anyway thanks for the good work!
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Re: DaggerFX -- vanilla DF in Windows

Post by MrFlibble »

I finally got around to play a bit and had a crash. Here's my crash log:
Spoiler:
[INFO] FALL.DLL SHA-256 verified (v1.07.213)
[INFO] Patched 51/51 VGA framebuffer references
[INFO] Patched screenshot framebuffer reference
[INFO] Installed 12/12 display JMP patches
[INFO] Installed 14/14 throttle call redirect patches
[INFO] Installed 1/1 throttle trampoline patches
[INFO] Patched automap scroll/rotate/zoom throttle (5 ms)
[INFO] Patched VID DOS file I/O and timer gate
[INFO] Patched VID palette I/O
[INFO] Installed 15/15 DOS JMP patches
[INFO] Patched 96 BIOS timer inline references
[INFO] Patched 31 key-release spin-waits
[INFO] Patched init_shading DOS fatal path
[INFO] Patched read_world_file DOS fatal paths
[INFO] Installed 2/2 DOS byte patches
[INFO] Installed 15/15 bugfix byte patches
[INFO] Installed 6/6 bugfix JMP patches
[INFO] Installed 7/7 bugfix trampoline patches
[INFO] Installed 1/1 bugfix call redirect patches
[INFO] Installed 6/6 gameplay bug fix JMP patches
[INFO] Installed 5/5 gameplay bug fix byte patches
[INFO] Installed 2/2 gameplay bug fix call redirect patches
[INFO] Installed 14/14 gameplay bug fix trampoline patches
[INFO] Installed 16/16 clib JMP patches
[INFO] Installed 10/10 engine JMP patches
[INFO] Installed 3/3 engine byte patches
[INFO] Installed 1/1 engine trampoline patches
[INFO] Installed static NPC anim counter CALL patch
[INFO] Installed 5/5 audio JMP patches
[INFO] Installed 1/1 audio trampoline patches
[INFO] Win32 MIDI output initialized
[INFO] Installed 1/1 MIDI byte patches
[INFO] Installed cfg fmMusic store patch
[INFO] Installed 8/8 MIDI JMP patches
[INFO] Installed 16/16 input JMP patches
[INFO] Installed 17/17 input call redirect patches
[INFO] Patched clear_keyboard_state for key bleed fix
[INFO] Installed 1/1 quicksave trampoline patches
[INFO] Display backend initialized: 320x200 -> fullscreen desktop (4:3, render thread)

=== DaggerFX CRASH ===
Thread id : 10504
Exception code : 0xC0000005
Fault address : 0x6FC0F8FD
Access type : READ
Target address : 0x59A63C5F
EIP = 0x6FC0F8FD
EAX = 0x59A63C40 EBX = 0x0000015C ECX = 0x000000C7 EDX = 0x6FC0F8E9
ESI = 0x005400FC EDI = 0x0040C33A EBP = 0x0019FC5C ESP = 0x0019FC40
EFLAGS = 0x00210202
EIP bytes : 8B 40 1F 3B 05 18
Target region : alloc=0x00000000 state=0x00010000 protect=0x00000001 type=0x00000000 module=C:\Games\DaggerFX\DaggerFX.exe
FALL base : 0x6FB90000 size=0x001A9000
FALL.DLL+0x7F8FD (RVA)
Stack trace :
[0] 0x6FC0F57E FALL.DLL+0x7F57E
[1] 0x6FC0F599 FALL.DLL+0x7F599
[2] 0x6FC0F599 FALL.DLL+0x7F599
[3] 0x6FC0F9AC FALL.DLL+0x7F9AC
[4] 0x6FC0FBD3 FALL.DLL+0x7FBD3
[5] 0x6FC1595E FALL.DLL+0x8595E
[6] 0x6FC152E9 FALL.DLL+0x852E9
[7] 0x6FC13BE6 FALL.DLL+0x83BE6
[8] 0x6FB91471 FALL.DLL+0x01471
[9] 0x6FB911CD FALL.DLL+0x011CD
[10] 0x004073B8
[11] 0x001A0000
[12] 0x0040C33A
[13] 0x76FC82AE
[14] 0x76FC827E
======================
For some context, I loaded and continued playing one of my characters, level 11 Ranger. I got two side-quests, one immediately botched (stolen book) -- there was only one tavern in the town, and the quest apparently wanted another tavern than the one where I got the quest to place an NPC.

However, while I was looking for clues, I found an "indoor coven" and took a quest there instead. The quest was to rescue an imprisoned witch from a dungeon, which I did. Once I got her the game started spawning Knights, I dispatched one right in the dungeon, and two more trailed after fast-travel in the town.

Now all Knights had identical gear, some Elven stuff plus an item called "Glass bottle" that looks identical to a potion bottle, but can't be used. I don't think I ever found this item in the DOS version. Anyway, I collected the weapons and sold them in a nearby general store, but kept the bottles in my inventory. Then I travelled to a random town with a bank (asked an NPC about one and went there), hired a room in the nearest inn. The game crashed when I tried to move the bottles from my inventory to the wagon, while being in a rented room.

Also during the same playthrough, I rested in the quest dungeon and levelled up my long blade skill -- and the message never went away, it stuck on the screen. I certainly did encounter the same bug in vanilla DOS game, although not very often. Do you think you could fix it?

Also during questing I had a few replies from NPCs (in the dialogue menu where you pick topics and tone, not the messages displayed in a parchment style text-box) that lack spaces between certain words. Again, this is something that happens to certain dialogue text in vanilla DF as well, I wonder if this could be fixed too?

UPD: I loaded a previous save where I had the bottles in my inventory and tried moving them into the wagon while being indoors (in a store). No crash.
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