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.
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When I played this game back as a kid, I was fascinated with what lay beyond. It seems like the track keeps going. What is around the next bend, over the next hill?
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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.