Decompiling and rewriting a 2003 game from its binary in two weeks
7 points by banteg
by alberto-m
0 subcomment
I really need to start familiarizing with these new tools, I'm only using LLMs in interactive, “question and answer”, mode and it feels like using a typewriter when everyone is switching to computer word processors.
Thanks for sharing, it's a really interesting writeup and project!
by banteg
0 subcomment
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
by Tiberium
0 subcomment
Very impressive, makes one wonder what do some companies have in private compared to public tools that we stitch together. E.g. you can combine LLMs with statical analysis/proving to get much better results.