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[return to "Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game"]
1. exogen+jm9[view] [source] 2026-02-04 06:09:25
>>banteg+(OP)
I've been thinking about this topic and am glad to see it come up: AI is going to be a huge boon for digital preservation & restoration projects like this. I realized this while building this project (a map explorer for Tribes 2): https://exogen.github.io/t2-mapper/

Old games like this have a small (and shrinking) audience of people who care about them. With Tribes 2, for example, there are only ~50 people who actively play on a regular basis. A subset of those people are programmers, and a subset of those have the time & energy to put into a project like t2-mapper, assuming they're even interested. I got a basic version working, but then Claude Code helped decode and convert obsolete Dynamix/Torque3D file formats (improving existing Blender addons that were incomplete), got TorqueScript running in the browser, wrote shaders, and generally helped figure out what the original C++ code was doing.

In the past, you'd need the stars to perfectly align for stuff like this to happen: a passionate super-fan with the time, resources, knowledge, and persistence to see it through. Now, you mostly just need the persistence (and maybe a couple hundred bucks for tokens). I foresee people with niche interests (but not necessarily a programmer's skillset) being able to extend the lifetime (and maybe audience) of their obscure or obsolete software.

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2. jamesu+zfa[view] [source] 2026-02-04 13:19:55
>>exogen+jm9
Bumped into your project a while back - pretty impressive. I was a little disappointed it seemed to just convert the resources rather than use the original runtime formats (since there are a features that don't directly translate to gltf), but for a viewer it's perfectly reasonable. Are you planning on supporting tribes 1 maps at all? Theres still quite a surprising interest in reverse engineering and extending the life of torque games. I'm hoping on publicly releasing a refresh of the original torque codebase this year which improves support for modern platforms including wasm. It's amazingly easy these days to reverse engineer stuff and revive old codebases!
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