There have been a few attempts to make open source versions of Crimsonland and I had a good time with Violetland https://github.com/ooxi/violetland
https://store.playstation.com/en-us/product/UP4403-PPSA02752...
I found the software at a thrift store in 2009, when I was eighteen, and I was immediately impressed. This was actually very intuitive, easy-to-use animation software that was very powerful, years before FutureSplash/Flash was released.
There's not a ton of info available on the internet now, but I have been trying to remedy that a bit [2] by uploading the manual. I reached out to Disney to ask if I could potentially buy and release the source code off of them, and they politely told me "no". I reached out to the creators in the credits on LinkedIn to see if there there was any way I could look at the code or if they could at least answer some questions, and they never got back to me.
I think the only way we're going to get the source code to The Animation Studio will be if I learn how to use Ghidra (or something similar) and decompile it myself.
[1] https://en.wikipedia.org/wiki/The_Animation_Studio
[2] https://archive.org/details/disney_beginner_guide_2/disney_b...
There used to be a Linux version but apparently it hasn't been updated to be added to or even compiled on modern Linux kernels and distros.
Someone I know tried to resurrect it a few years back but now I'm wondering if couldn't use OpenCode etc to get it up and running again.
(I did find a recent-ish clone [1] so may start with that)
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.
Do you have a writeup of how you did it? Both (regular) tooling (radare2? rizin? IDA? ...) and how the LLM did (or did not) use it?
In the little spare time I have, I've been able to reverse engineer the "compressed" file format (ended up being basically a XOR'ed zlib-compressed TAR-like archive), but not much else. I have not used LLMs to help me.
I was sure this one was for Python from 3.7 up to 3.10. But it is still here.. But as for 2026 it will not stay forever as it was supposed to - there are 2 PEPs which are suppose to fix it in Python 3.14 - https://peps.python.org/pep-0649/ and https://peps.python.org/pep-0749/