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Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)

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Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)

#51
post #2

I 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.

I can still hear the PC speaker music in my head.

Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)

#52
post #49

Neat viewer. I wonder, why boats and cars in groud view ended up in such high altitude?

Because I haven't found the special case in the disassembly for these "flying" objects. Probably I misinterpret the object coordinate somehow.

Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)

#53

I can hear the PC Speaker music in my head.... oh man! it was actually available in adlib! https://www.youtube.com/watch?v=ayInv3ZZRak

I actually came here to post this. It's iconic music, bleeps and bloops!

Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)

#54

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…

>But what if we could run the original binary game code unmodified, just with better art?

There's an entire category of rom hacks devoted to this - replacing just the sprite data.

You should also take a look at 3dSen. It’s an emulator that works with original NES ROMs but transforms the graphics into 3D voxels.

https://store.steampowered.com/app/1147940/3dSen_PC/

Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)

#55

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…

Your blog entry: 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…

> IMO AI models are better at generating pictures than at writing code, in that pictures do tolerate sloppy approximations.

So does code. You can have poorly written code that runs slow but gets the job done because modern machines are powerful enough to make up the difference. (cough the majority of electron apps cough).

You’re definitely going to get dinged more for AI art. People can’t see the code, but they can see the art - that’s their first experience with the game unless the code is so bad that it literally causes visible bugs.

I work heavily in the generative space and while standalone AI art has come a long way, maintaining visual consistency in sprite assets across an entire game still needs a ton of hand holding particularly if you require animated sprite assets without them looking "uncanny valley".

Re: Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)

#60
post #6

Earlier quoted context omitted.

Between this and Stunts 4d https://en.wikipedia.org/wiki/Stunts_(video_game) what more could a kid ask for

Carmageddon would be what a kid could ask

360' splatter bonus
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