Development journal

Verified project
milestones

Short updates on recovered behaviour and working game systems.

OpenFA is a spare-time project with no fixed release schedule.

Confirmed Supported directly by the original program, game data, saved games or repeatable observation. Inferred Matches observations but lacks direct proof. Unknown Not established.

A glimpse of a possible future

Perhaps traders won’t always be just a menu away.

The way trade works in OpenFA may look quite different someday.

OpenFA asteroid surface with several merchant ships docked around a tall trade hub
Something is docking…
OpenFA asteroid surface with different types of visiting ships docked around the same trade hub
…and not every visitor looks the same.

· Preview 0.495 · Original-game reconstruction

Asteroid Engines recovered

Preview 0.495 restores working Asteroid Engines controls and lets the player actually change an asteroid's movement.

The player can change asteroid heading and engine power from the reconstructed control view while the map shows the selected asteroid and its movement vector relative to nearby objects.

The same work also corrected the movement timing of ships, fleets and missiles to match the original game. The screen is therefore more than a visual recreation: its controls really affect the game world.

OpenFA Asteroid Engines screen showing nearby asteroids and the selected asteroid movement vector
Asteroid Engines Heading and power controls are connected to the reconstructed strategic movement state.

Public preview 0.495

Asteroid Engines, strategic movement commands and the localized control screen are available in the 13 September preview.

· Community

First community-driven fixes

Preview 0.478 triggered the first real external testing cycle of OpenFA.

Players testing the 10 September build reported several problems that had escaped the existing replay and regression coverage. The reports were reproduced, fixed and folded into the next public preview rather than remaining as developer-only observations.

That makes the step from 0.478 to 0.495 the first complete public feedback loop for the project: release → external testing → reported problems → verified fixes → next release.

Community testing becomes part of development

Preview 0.495 is the first OpenFA build to include fixes driven directly by feedback from public nightly users.

· Core

Huge maps

OpenFA game worlds are no longer limited to the scale of the original Fragile Allegiance arena.

The map engine can now handle worlds far larger than the original game. A smooth camera and extended zoom make those larger areas practical to navigate, while classic-sized maps continue to work as before.

The larger world is an OpenFA extension rather than a replacement for the original map scale: standard-size games remain valid while custom scenarios can spread asteroids, fleets and colonies across far greater distances.

Animated OpenFA strategic map showing navigation across a much larger game world
Larger strategic space Native arenas, continuous navigation and extended zoom support worlds far beyond the original arena size.

Preview 0.478

The 10 September preview is the first public build to expose the enlarged strategic-map foundation.

· Preview 0.478 · Package extensions

Packages extend gameplay, not just catalogues

The package system is now being used for optional mechanics and presentation, not only for reconstructing the original content catalogue.

The clearest examples are the Interceptor Missile, which autonomously engages incoming missiles and can also attack asteroids, and the Decoy Missile, which separates into four harmless targets near its destination to saturate missile defences. Both missiles are delivered as optional .ofapkg extensions instead of being hard-wired into the standard game.

Preview 0.478 ships with 12 .ofapkg packages, including the new missiles, rare asteroid types and extra surface information. It is the first public build where OpenFA extensions are clearly visible during ordinary play.

OpenFA Missile Construction screen showing the package-defined Interceptor Missile
Interceptor Missile A new defensive missile delivered as an optional extension.
OpenFA Missile Construction screen showing the package-defined Decoy Missile
Decoy Missile A two-stage package-defined missile that creates four harmless targets near the destination.

Extension boundary proven in gameplay

New gameplay elements can be added as separate packages without changing the standard Fragile Allegiance experience.

· Package extensions

Surface planning and status layers

Optional package-defined HUD layers can expose information that the original interface kept difficult to inspect.

The planning layer puts useful information directly on the asteroid surface: Screen Generator coverage, building footprints and obstacles, power priorities and the exact reason why a selected building cannot currently be placed.

A separate set of overlays shows construction progress and building condition, while ship health can be seen directly in the inventory. Each display can be enabled independently, and turning it off does not affect gameplay or saved games.

OpenFA asteroid surface with a cyan overlay showing Screen Generator protection coverage
Screen protection Protected surface cells are visible as an information layer.
OpenFA surface placement view showing available and required construction funds
Build diagnostics The HUD explains why the selected building cannot currently be placed.
OpenFA asteroid colony with progress bars displayed above buildings under construction
Construction progress Package overlays can expose build state on the surface.
OpenFA asteroid colony with health bars displayed above damaged buildings
Building health Damage state can be inspected without opening another screen.
OpenFA ship inventory with coloured health bars beneath individual ship icons
Ship health Individual craft condition is visible directly in the inventory.

Read-only extensions

The overlays only show extra information. They do not change the rules of the original game.

· Original-game research

We now understand how the original multiplayer worked

The original Fragile Allegiance multiplayer has been studied far enough to explain how several players stayed in the same synchronized game.

We now know how players joined a session, how one machine coordinated the game, how commands reached every participant and how the game tried to recover when synchronization went wrong. The old connection methods used by the DOS release have also been identified.

This does not mean multiplayer is already playable in OpenFA. It does mean the important rules are now known, so a modern multiplayer implementation can be built without guessing how the original behaved.

Recovered protocol behaviour

Future multiplayer work can now follow known rules instead of relying on trial and error.

· Preview 0.370

First public release

OpenFA leaves the development environment for the first time as a downloadable community-testing build.

Preview 0.370 is explicitly published as an unfinished development snapshot. At this point the mechanics exercised by Fragile Allegiance tutorials 1–6 can be tested end to end, while incomplete systems, regressions and differences from the original are still expected.

The preview requires a locally installed legal copy of the original game and uses First-Run.ps1 to select its assets. The source repository remains private for now; feedback and reproducible bug reports are collected through the public preview project.

Public testing begins

0.370 establishes the preview-release line: testable builds without presenting the reconstruction as a finished product.

· Extension system

.ofapkg grows into a full mod and extension system

Packages started as a way to describe the construction catalogue. They can now do much more.

Buildings, ships, fleets, missiles, ores, research, trade, personnel and scenarios no longer have to be hard-wired into one fixed version of the game. OpenFA can load their definitions from active packages together with the graphics, animations and on-screen information they need.

Packages are not separate programs running inside the game. They use features already provided by the engine and configure them with data. That makes it possible to add new missiles, surface overlays, industry systems and other ideas while keeping the faithful original game as a separate content set.

From reconstruction to an extensible game

Fragile Allegiance remains the baseline, while extra content and new ideas can now be added separately and enabled only when the player wants them.

· Tutorial 2

Tutorial 2 complete

The recovered Ship Construction lesson now runs from start to finish.

The lesson covers building requirements, small craft, hardpoints, build orders, Ship Yard status and order cancellation. It then moves to the Orbital Space Dock for larger designs.

The tutorial uses the same screens and rules as normal play. Nothing is created through shortcuts just to make the recording look correct.

OpenFA Tutorial 2 explaining the buildings, ore and funds required for ship construction
Requirements Ship Yard, Weapons Factory, ore and Vehicles funds.
OpenFA Tutorial 2 presenting a Scoutship in the ship designer
Small craft Scoutships, Combat Eagles and Assault Fighters.
OpenFA Tutorial 2 attaching a shield to a Scoutship hardpoint
Hardpoints Weapons and shields are attached to the selected craft.
OpenFA Tutorial 2 showing Scoutship and Combat Eagle orders in the Ship Yard
Ship Yard Orders, build time and blocking messages.
OpenFA Tutorial 2 presenting Orbital Space Dock construction
Space Dock Larger ships use a separate orbital facility.
OpenFA Tutorial 2 presenting Transporter construction in the Orbital Space Dock
Orbital construction Transporters and Destructors use recovered blueprints.

Verified in the client

All 272 recovered actions completed in the target client with original assets and narration.

· Tutorial 1

Tutorial 1 complete

The full Colony Building lesson now plays in OpenFA.

The final section covers tactical placement, protected and affected areas, demolition and insufficient-funds feedback.

Original pointer movement, timing, subtitles and narration are retained. Every building action still uses the same gameplay rules as normal play.

OpenFA Tutorial 1 showing tactical building placement on the asteroid grid
Tactical mode Building positions and effect areas come from the current colony state.
OpenFA Tutorial 1 selecting the Destroy command in the construction menu
Destroy command The tutorial returns to the surface in target mode.
OpenFA Tutorial 1 targeting a building for demolition on the asteroid surface
Demolition The selected building is resolved by its surface hit area.
OpenFA Tutorial 1 explaining the insufficient construction funds message
Insufficient funds Construction failure is reported in the message window.

Verified in the client

All 200 recovered actions completed in the target client with original assets and narration.

· Tutorial 1

Tutorial 1: colony building

The recovered lesson has reached the Construction menu and asteroid surface.

It opens the catalogue, selects a building and returns to the surface. The building is then placed exactly as it would be during normal play, including space, money and construction-time requirements.

OpenFA Tutorial 1 pointing to the Construction menu icon
Construction The lesson enters through the production UI.
OpenFA Tutorial 1 showing the personnel-support page of the Construction menu
Catalogue Pages group the recovered colony buildings.
OpenFA Tutorial 1 selecting a Security Centre for construction
Selection Cost, build time and description are the same as during normal play.
OpenFA Tutorial 1 placing building scaffolding near the Sky Hook
Placement Scaffolding shows construction progress on the surface.

Implemented path

Catalogue selection and surface placement use the same commands as ordinary play.

· Tutorial 1

Tutorial 1: map and funds

The first recovered sequence now reaches the colony finance screen.

The lesson starts on the strategic map, opens the highlighted asteroid and explains the five funds. Budget changes use the recovered left and right drag controls.

Pointer movement, subtitle text and narration timing come directly from the original tutorial data.

OpenFA Tutorial 1 beginning on the strategic map
Game arena The first action opens the highlighted asteroid.
OpenFA Tutorial 1 explaining the main Money account
Money Income and purchases use the main account.
OpenFA Tutorial 1 explaining Construction, Vehicles, Missiles and Personnel funds
Five funds Construction, Vehicles, Missiles and Personnel are allocated separately.
OpenFA Tutorial 1 demonstrating a drag on a finance allocation bar
Transfer Dragging the bar really moves money between the funds.

Recovered scope

Map navigation, account descriptions and budget controls follow the original action stream.

· World reconstruction

The first reconstructed world

The same original save can now be shown both as an asteroid colony and as a world on the strategic map.

OpenFA reads asteroids, factions, buildings, ships, personnel and diplomacy from original saved games. Parts that are not yet understood are preserved so nothing is lost. The colonies shown here therefore come from real saves rather than hand-made demo data.

The asteroid surface, buildable areas and strategic map all use the same world data. What the player sees and clicks therefore matches the reconstructed game state.

Original asteroid surface beside the OpenFA reconstruction
Surface Original and OpenFA from the same saved world.
Original construction grid beside the OpenFA reconstruction
Construction grid Saved terrain and blocked cells.
Original strategic map beside the OpenFA reconstruction
Strategic map Recovered scale, ownership and sensors.

Confirmed result

Map origin and cell pitch match the reference; zoomed asteroid centres differ by at most one pixel.

· Foundations

Foundations of the reconstruction

The project starts with two simple rules: do not guess how the game works, and do not redistribute assets that belong to the original.

Screenshots show how the game should look. The program, its data and saved games help explain why it behaves the way it does.

OpenFA does not redistribute the original graphics, sounds or videos. They are loaded from a legally installed copy of Fragile Allegiance selected by the player.

Even at this early stage, game content is being separated from the engine itself. That idea later grows into the .ofapkg format now used for mods and optional extensions.

AI helps navigate the decompilation. Tests replay asset, save and simulation cases; generated explanations remain hypotheses.

Original Fragile Allegiance main menu used as interface reference
Reference capture Visible layout and control states.
Original construction catalogue beside OpenFA
The same game, a new engine OpenFA uses the original assets while recreating the behaviour in its own code.

Working rule

A screenshot can show what something looks like. To know how it really works, the project needs the program, data, a saved game or a repeatable test in the original.

· The beginning

The first decoded image

OpenFA began with a decoder for the original intro graphics.

Fragile Allegiance .256 Python decoder pixels

On 23 September 2023, a Python script decoded simple .256 files from the game intro. A full reconstruction of Fragile Allegiance was not yet planned.

Original-game research artefacts

Results from the first decoder experiments

Early decoder output: incorrect palettes, offset tests and the final VGA conversion.

Early research timeline

From one file to the rendering pipeline

The first experiment

Python decoder for simple .256 intro files.

File structure documented

First documented .256 fields and data boundaries.

Loader located in the executable

IDA Pro locates and decompiles the loader fragment referencing the intro file.

A working decoder

Decoder produces usable images; PNG-to-.256 encoding tests the format in reverse.

Offsets, palette and VGA scaling confirmed

File offsets and PALETTE are verified, including six-bit VGA conversion.

Renderer and procedural terrain

Research expands to terrain, craters, shading, colours and the order in which the visual layers are drawn.

The decoder led to work on palettes, compression, animation, saves and game behaviour.

The current codebase came later; the 2023 files remain decoder references.

Initial result

First working OpenFA research tool.

Project updates

More entries will be added as work is verified

Follow current preview builds, development videos and community discussion alongside the verified journal entries.