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[return to "Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game"]
1. banteg+1[view] [source] 2026-02-01 13:32:58
>>banteg+(OP)
Crimsonland (2003) is a top-down shooter that shipped as a stripped DirectX 8 binary with zero symbols. I decompiled it with Ghidra, validated behavior with WinDbg and Frida, and rewrote it from scratch in Python/Raylib — 46,800 lines matching the original behavior faithfully. The write-up covers static and runtime analysis, reverse engineering custom asset formats, and the full rewrite process. Code is on GitHub and it's playable now via uvx crimsonland@latest
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2. zamada+LY8[view] [source] 2026-02-04 02:20:46
>>banteg+1
Very fun use of an agentic loop :). Do you have any info/data about how many tokens this ended up consuming in that time?
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