I'm very happy to see this! Not so much because of TDIII (which I played, although not nearly as much as Stunts), but because there seems to be some momentum building around recreating old games using AI agents, and I love that! I had explored some related ideas [0] but throwing Claude at the problem seems super promising. The recent Crimsonland thing [1] was great! [0] https://www.gabrielgambetta.com/remakes.html [1…
Stunts was the greatest! You could make your own tracks, save replays and (IIRC) even resume gameplay from any point in the replay. My very favorite game of all time.
Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
31–40 of 63 posts
Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
#32Earlier quoted context omitted.
Carmageddon would be what a kid could ask
I wonder / doubt it or something like it would shock anyone as much as it seemed to back then.
Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
#33Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
#34Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
#35I used to play the demo of Test Drive III. It only had one map I believe. But I loved that it was a sandbox, so you could drive anywhere. I specifically remember following along the railroad. It was way ahead of its time back then.
Between this and Stunts 4d https://en.wikipedia.org/wiki/Stunts_(video_game) what more could a kid ask for
Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
#36I'm very happy to see this! Not so much because of TDIII (which I played, although not nearly as much as Stunts), but because there seems to be some momentum building around recreating old games using AI agents, and I love that! I had explored some related ideas [0] but throwing Claude at the problem seems super promising. The recent Crimsonland thing [1] was great! [0] https://www.gabrielgambetta.com/remakes.html [1…
Me and some friends spent so much time playing https://en.wikipedia.org/wiki/Stunt_Island
Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
#37Someone later went on to do just that and responded in the Accursed farms forum, Ross mentioned that in his July 2015 follow up video[2]. In the video he showed some map screen shots from the forum, including a surprisingly intricate map that was apparently only used for the the spinning car menu screen. IIRC the reverse engineering project was not quite complete at the time, since the README doesn't mention any of this, I assume this project is unrelated?
That said, it would be amazing to eventually get the extracted maps integrated into noclip.website[3].
[1] https://accursedfarms.com/index.php?af-posts/537/test-drive-...
[2] https://accursedfarms.com/index.php?af-posts/522/follow-up-e...
Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
#38I just completed recreating one of my childhood favourites, Thrust. Opus 4.7 almost one-shot the game (was perfect in 30 mins based on just the wikipedia entry describing the game), and then I spent 3 full nights trying to build perfect algorithmic AI to auto play it. (It thoroughly failed, sticking to a sub-par algo that was ok, but not nearly as good as possible).
My next stop is reimplementing Mercenary. First open world game I played. On a 8b commodore Plus/4.
Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
#39Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)
#40I'm very happy to see this! Not so much because of TDIII (which I played, although not nearly as much as Stunts), but because there seems to be some momentum building around recreating old games using AI agents, and I love that! I had explored some related ideas [0] but throwing Claude at the problem seems super promising. The recent Crimsonland thing [1] was great! [0] https://www.gabrielgambetta.com/remakes.html [1…
https://www.gabrielgambetta.com/remakes.html
is wild!
I love the idea. I used Claude Code / Sonnet 4.6 to get back to compile an old DOS game I wrote back around 1991 and for which I had lost the tooling (compiler / linker / notes / build files). It was on my todo list since years, decades even, but I never got to it. With a LLM it was easy: I didn't let the LLM do everything, I used it to find what needed fixing (like two macros I had used with names that were now clashing with "modern" compilers methods names etc.).
> I hacked together the art using my terrible Gimp skills and some Public Domain and Creative Commons assets from OpenGameArt
IMO AI models are better at generating pictures than at writing code, in that pictures do tolerate sloppy approximations. While code doesn't tolerate slop that much.
Why not use AI for the assets?