Cruis'n USA: rebuilding the arcade game from its original assembly
How a released 1994 assembly codebase, the wrong version of the arcade ROM, MAME and a source-matching spider became a native SDL port of Cruis'n USA.
The site has gradually shifted from a chronological blog into a library of writeups: reverse engineering notes, project postmortems, experiments with retro hardware, and product detours.
How a released 1994 assembly codebase, the wrong version of the arcade ROM, MAME and a source-matching spider became a native SDL port of Cruis'n USA.
How a forgotten symbol file became a native, verifiable rebuild of Carmageddon—and how AI is helping with the final assembly-level details.
During Carmageddon 2 development, there was a problem with people running Carmageddon 2 on "the server".
And yet...! The executable still contains those messages, so maybe we can re-enable them somehow.
I embedded a RESTful API into the classic 1993 game DOOM, allowing the game to be queried and controlled using HTTP and JSON.
"Team communication for the 21st century" ... now backwards compatible with 1985!
What adventures lie beyond the checkpoint?
Instead I'll just write about how to implement smooth scrolling on it, because who doesn't want that?
Dumped a 17 year old debugging symbol file for a game called Carmageddon.
Debugging HTTP proxy for OSX
Open source remake of the original Need for Speed 1 game
Popular tool to pull music/videos/photos off your iPod
An open source remake of Carmageddon. Using XNA and Nvidia PhysX.
Access files on your iPhone or iPod Touch through Windows Explorer