OVERDOSE
PROTOCOL

RE PROJECT v0.3

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Roadmap
v1.00

THE BLUEPRINT

2/8 milestones complete

OVERALL COMPLETION25%
COMPLETE
#01

Phase 0 - Foundation & Tooling

Groundwork (2020-2025): Ghidra decompilation pipeline, ~8,300 functions identified in TOD.exe, Visual Studio build system (DLL injection + EXE targets), restools asset extractor, in-engine debug menu. Project bootstrapped from raw binary to a compile-able reconstruction.

TARGET: 2026-07-07
COMPLETE
#02

Phase 1 - Core Memory System

Custom BestFitAllocator (20-bucket best-fit free list with same-size sub-lists) and the 10-arena MemoryManager fully reconstructed and verified against Ghidra. Realloc, TryExpandBy, PlacementNewAligned complete. Full engine documentation published (memory, rendering, scene systems).

TARGET: 2026-07-24
IN PROGRESS
#03

Phase 2 - Rendering Pipeline

DirectX 9 fixed-function pipeline. DONE: RenderParticle, RenderTexturedQuad_3 (5-mode billboard), GfxInternal_Dx9 compiles and links. Remaining: real DDS texture loader (currently stubbed).

PROGRESS90%
TARGET: 2026-08-12
IN PROGRESS
#04

Phase 3 - Scene & Game Loop

Scene system: lifecycle, asset block hooks, ClearCollisionCaches, ResetScriptSlots, UpdateModelsLighting, UpdateNodesWithScripts implemented. Scene::Update's 9 leaf helpers reconstructed. CountBlockingScriptNodes stubbed (TODO real impl).

PROGRESS70%
TARGET: 2026-08-31
LOCKED
#05

Phase 4 - Asset Pipeline

Open-source the asset format. Build a .naz / .main block parser, model/texture/animation/bone loaders, and a standalone asset viewer in restools. Goal: load original game assets without the retail loader. Prerequisite for the standalone EXE.

TARGET: 2026-09-19
LOCKED
#06

Phase 5 - Gameplay Systems

The game logic layer. Reverse physics (PhysSystem, collision response), scripting VM (ScriptThread), AI/character behaviour, weapons, and vehicles. Clear the remaining ~268 TODO stubs prioritized by critical EXE path. Goal: characters move, shoot, and react.

TARGET: 2026-10-07
LOCKED
#07

Phase 6 - Standalone Executable

Two binary modes both build. (1) dinput8.dll injection into retail TOD.exe - boots fine for 20+s then stalls on asset checksum bug. (2) Standalone KapowEngineEditor.exe - 2.13 MB PE32 i386 GUI app, no retail dependency. The Editor binary is the actual project deliverable. NEXT: fix the asset loader so the Editor can boot into a usable state.

TARGET: 2026-10-22
LOCKED
#08

Phase 7 - Portability & Polish

Beyond the original. Platform abstraction layer (#ifdef PLATFORM_*) at the File/Window/GfxInternal seams, a Linux build, modern graphics API translation (Vulkan/DX12), and performance work. Goal: Total Overdose running natively on modern hardware and other OSes.

TARGET: 2026-10-31

Fair Use & Educational Notice

The Overdose Protocol is a non-commercial, educational preservation project dedicated to reverse-engineering the Kapow Engine from Total Overdose (2005).

By accessing this site, you acknowledge:

  • This project is for educational and preservation purposes only
  • We do not distribute, sell, or provide copyrighted game files
  • Reverse-engineering for documentation falls under fair use protections
  • Respect intellectual property rights of the original creators

For details, see our Legal & Fair Use FAQ.