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I also appreciate your desire to reverse engineer a proprietary 3D model format.
The idea of using Godot as the basis of a source port is frankly laughable,
If you have an actual source port of the game logic, why would you be hacking around with the binary?
When I speak, I'm not just talking out of my ass about the latest meme tech,
Trying to manage manually patching the function redirects to the dll has started to become cumbersome now that I'm redirecting over 250 functions. I put together a python script that will handle all the patching after imports are added in. That process is also automated (C++ code), although I'll have to modify the program slightly to take input parameters rather than hardcoded import list.
Just implementing binary compatibility with the original game assets is much faster and avoids all the licensing problems.