Zero Hour Reforged
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TipHold the button on the radar and drag, and the camera follows the cursor.

EA released the source in 2025

Zero Hour Reforged

Command & Conquer Generals Zero Hour, rebuilt from the source EA opened. The computer builds a base now, around sixty bugs from 2003 are gone and the frame rate has no cap.

You need your own Zero Hour from Steam or the EA app. No game data ships here.

~580 engine source files ported
~60 bugs from 2003 fixed
39 test binaries on every build
3,853 lines of Turkish

Intel 01

Then and now

The source EA released against this build. The changelog has the measurement behind every line.

EA source Reforged

Worst logic turn

12.2× faster
EA source: 2,976 ms
Reforged: 243 ms

A 23-cell route

10.2× faster
EA source: 256 ms
Reforged: 25 ms

Route searching over a match

7.4× faster
EA source: 11.8 s
Reforged: 1.6 s

A screen of fire and smoke

1.7× faster
EA source: 11.6 ms
Reforged: 6.7 ms

Worst frame of a fight's first volley

3.7× faster
EA source: 141 ms
Reforged: 38 ms

The command bar laid out again

7× faster
EA source: 14 ms
Reforged: 2 ms

Text lettered over one battle

418.6× fewer
EA source: 68,227 pieces
Reforged: 163 pieces

Twenty tanks meeting twenty head-on

3.1× sooner
EA source: 72 s
Reforged: 23 s

A Crusader's trip when two armies of 420 cross

1.8× sooner
EA source: 167 s
Reforged: 91 s

Hard's first superweapon

2.6× sooner
EA source: 12.5 min
Reforged: 4.9 min

Picture and speed

Frame rate EA source: the picture waits on the game's clock Reforged: uncapped, and the rules keep their own
Base game textures EA source: Zero Hour's downscaled copies Reforged: 481 originals at four times the resolution
Ground EA source: 64 pixels a square in 16-bit colour Reforged: 128 pixels in full colour, lit by the map's sun
Infantry shadows EA source: a flat blob Reforged: cast from the pose
Widescreen EA source: one 4:3 command bar stretched across Reforged: three pieces at the size they were drawn
A dense wood EA source: about 730 trees drawn, the rest blink out Reforged: every tree

The computer opponent

Skirmish opponent EA source: urgent orders and one power plant Reforged: builds, scouts, expands and retreats
What it sees EA source: your whole map, through the fog Reforged: what it has scouted, and stealth works on it
What it trains EA source: a coin flip between teams Reforged: whatever beats what it sees you field
A lost fight EA source: fought to the last man Reforged: Hard pulls the team out
A full bank EA source: Hard sat on 117,000 Reforged: spent on more attack groups

Orders and movement

Mouse EA source: left selected and ordered, right scrolled Reforged: left selects, right orders, the middle button moves the camera
Shift queue EA source: moves only, dropped on the next click Reforged: any order, kept by the group
One click on a big army EA source: 329 of 841 units never moved Reforged: all 840 go
The long bridge on Golden Oasis EA source: one tank in ten stuck under the deck Reforged: twenty of twenty cross
Focus fire EA source: the whole group empties into a dying target Reforged: the first to aim keeps it, the rest pick again
Moving diagonally EA source: up to 40% over the unit's own speed Reforged: the unit's own speed

Everything else

Language EA source: English Reforged: English or Türkçe
Replays EA source: only the last match kept Reforged: every match, with a timeline to jump along
Countdowns EA source: a second too long Reforged: the real time
Memory EA source: 4 GB, then a stall and a crash Reforged: 64-bit, no ceiling
A crash EA source: silence Reforged: a report with file and line, sent by the launcher

Intel 02

What a match feels like now

Pick a cameo, or press its key the way the command bar takes it.

Cam 01 A Hard AI's American base on Twilight Flame at 7:51

A Hard AI's American base on Twilight Flame at 7:51

An opponent that plays fair and plays well

One wrong value kept the skirmish AI from building a base since 2003. It builds one now, scouts for your start and on Hard pulls a losing team out of the fight. No difficulty cheats.

15-0 Hard against Easy, seats swapped both ways

Intel 03

Recon

Twenty-three frames from this build, sorted by what changed. Open one to look closer.

Orders

Install

The launcher downloads the build, checks every file against a signed list and keeps the game up to date.

Objectives

  1. 01Have Zero Hour

    Installed from Steam or the EA app. A Steam copy still starts through Steam.

  2. 02Run the launcher

    The installer is not code signed, so Windows SmartScreen asks once before it starts.

  3. 03Install, then Play

    The launcher finds your Zero Hour folder and lists every file it is about to write before it writes any. Each file it replaces is backed up first.

Not there yet

  1. LAN and online play between separate machines have not been tested. Two copies on one machine play each other fine.
  2. A Direct3D 11 frame still costs more than the old renderer's, 13.6 ms against 8.6 ms on a screen full of Inferno Cannon fire. -d3d9 is the way back.

Latest launcher

Version
v1.1.4
Released
September 22, 2026
Size
97 MB
SHA-256
4df5e3850091a39a083f5fcd995dcc8d207e3b8053f71cdd146f2c1f891398a3
Download launcher v1.1.4 · 97 MB · Windows x64

Intel 04

Patch notes

Read straight off the channel the launcher updates from.

v2.1.0 September 22, 2026
Fetching the write-up
  • GLA move orders now go through the Tunnel Network when that way is clearly shorter than walking
  • The GLA computer now has its Workers build Tunnel Networks and retreats through them
  • One slow graphics card no longer slows the whole network game down
  • Click-to-move delay online decreased from about 310ms to 215ms at a 200ms ping
  • Orders on a building under fog of war now go through
  • Campaign and skirmish now have cheats in the console
  • The window now fits the screen with Windows display scaling turned up

Intel 05

How it was tested

There is no CI and no debugger on the machine this is built on. The game tests itself instead.

field-test.log REC
ctest39 test binaries run on every build [ PASS ]
headless skirmisha 23-minute match plays out in 38 seconds, the same way on every run [ PASS ]
ai-batch20 headless matches on the same seeds, win rate and match length before and after [ PASS ]
tree-checkthe same frame from two builds, and the pixels between them counted [ PASS ]
net-checktwo copies over one real connection [ PASS ]
regressionevery fix proved by putting the bug back and watching its test fail [ PASS ]