Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
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Re: Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
#2Re: Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
#3Re: Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
#4Thanks for sharing, it's a really interesting writeup and project!
Re: Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
#5I 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!
Re: Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
#6There 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
Re: Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
#7Very 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.
Re: Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
#8https://store.playstation.com/en-us/product/UP4403-PPSA02752...
Re: Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
#9Re: Resurrecting Crimsonland – Decompiling and preserving a cult 2003 classic game
#10Crimsonland (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…