Cloned Games

v64tng

ActiveSemi-playableWindows

About

The 7th Guest is a 1993 interactive movie puzzle adventure game developed by Trilobyte and published by Virgin Interactive for DOS, one of the first games released only on CD-ROM, told from the perspective of an amnesiac in a haunted mansion. v64tng is a from-scratch C++23 reimplementation of The 7th Guest's engine for Windows x86_64, using Vulkan or DirectX for graphics, WASAPI/software synthesis and WinMM for audio, and requiring the original game's data files. Alongside the new engine, the project maintains byte-for-byte NASM rebuilds of the original DOS and Windows executables, with an evolving semantic disassembly currently covering about 29% of identified functions with verified roles.

How it differs from the original

As a from-scratch engine reimplementation rather than a code port, it renders through modern Vulkan/DirectX and WASAPI instead of the original DOS/Windows drivers, while aiming to reproduce the original's behavior exactly — including a documented quirk where opcode 0x1E consumes a different number of bytes between the DOS and Windows releases.

Getting started

The engine must be placed directly inside an existing 7th Guest installation folder alongside the game's original data files, and works with any release (Steam, GOG, or original CD-ROM). Running it with no arguments opens a launcher for video and audio settings before play; Escape opens the in-game menu during gameplay.

History

The project describes itself as an academic technical study and homage to The 7th Guest, undertaken for educational, non-commercial research into the original engine's architecture rather than to compete with or infringe on the original rights holders.

Known limitations

  • compatibility: Opcode 0x1E consumes a different number of bytes (word in DOS, byte in Windows), representing a real unresolved dialect conflict in the retail scripts.
Requires original assets. The engine must be placed in the original 7th Guest game directory alongside the game's data files.

Additional notes

History
According to a scanned strategy-guide interview the project cites, the original game's rendering took roughly 35 minutes per frame, with 120 frames needed for a full 360-degree turn.
History
The same interview describes original developer Graeme Devine building a standalone player called 'Play' to test an undocumented Autodesk 3D Studio image format on real hardware, work that fed into the game's custom CD-streaming video codec, GROOVIE.
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