So I take it there is an interest in seeing a working, 32bit Windows XP engine for Daggerfall? If so I may start spending less time on the Kodiak and more time on DFGL. I hadn't resumed DFGL the past two years because I didn't think many people would even care about it. I may resume it now though.
I don't suppose any of you are familiar with the BSA formats? I can't remember which file it was or the details off the top of my head, but before I stopped to drive trucks, I spent a month trying to figure one problem out that wasn't noted in the BSA format documentation. I needed somebody familiar with Arch3D, unless I am mistaken. The documentation that was released doesn't cover one tiny thing that I need. I'll figure it out in a bit.
For those of you who are interested in seeing DF on XP (I will not support Vista, but if it works on Vista, great), I will be redoing my clan website soon and will recreate a forum for Daggerfall. Anybody interested may sign up and I will attempt to maintain developer notes and such there.
I and (I think) many other people are interested in seeing Daggerfall working on XP without DOSBox.
As for the BSA format, I'm a little familiar with it, back in the past I manage to discover some information that wasn't documented before. I sent it to Interkarma, when he was still active on the web and developping his great Daggerfall tools. Unfortunately, the informations were never added to the unofficial BSA documentation. It concerns the file Blocks.bsa and is about the way static NPCs placement and info (image, faction, etc.) is stored in the file, for example the NPCs at Castle Daggerfall, Wayrest or Sentinel. I manage to nearly fully understand it. If I can retrieve it, I could send it to you, if you have not already discover this.