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!
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.
This is an interesting area. I've felt that with AI, it would be nice to have a project that I work on "by hand" so that my general skills don't atrophy and I've been writing an implementation of the Kyra engine used by old DOS games like Eye of the Beholder. It's mostly well documented and there are full fledged implementations (like with ScummVM) so this is just exercise for me.
I wrote a decoder for the CPS file format they use for sprites and it worked file for all images except one. It rendered half the image properly and then scrambled the rest. I could see that the sprite information was there but there was some offset problem. I had claude dig into it in detail along and gave it the ScummVM source for reference. I also gave it Ghidra so that it could debug the actual EOB.EXE file but nothing we tried got it to render properly. Even SSI's own code which got from a modding wiki failed to render this image. My final conclusion was that it was a half done asset that somehow found its way into the asset archive and is never used in the game but that's a flaky conclusion given that its name is referenced in the EXE.
I've been having a lot of fun upscaling the sprites used for the cutscenes and remixing the music using AI. It's a game I played a lot as a kid so being able to tinker with it at a low level is a nice distraction.
It's purely a "fun" side project without deadlines or anything so I get to do what I want with it without any hassles about "being productive".
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.
Time for a modernized port true to the original! I also liked the TrackMania series but I wish there was something reduced to the amazing essence of Stunts.
My old PC wasn't good enough to play the game. You could almost see each frame render. However, the PC speaker music was really nice and I used to run the game just to listen to that.
Test Drive 2 (and 1) used a pseudo-3D renderer with scaled sprites (see https://www.mobygames.com/game/2107/the-duel-test-drive-ii/s...)
TD3 used a 'real' 3D engine, but as a result it needed a beefy machine for the day. Driving felt a lot slower too, I never found it as much fun as TD2.
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] https://banteg.xyz/posts/crimsonland/
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.
This is an interesting area. I've felt that with AI, it would be nice to have a project that I work on "by hand" so that my general skills don't atrophy and I've been writing an implementation of the Kyra engine used by old DOS games like Eye of the Beholder. It's mostly well documented and there are full fledged implementations (like with ScummVM) so this is just exercise for me.
I wrote a decoder for the CPS file format they use for sprites and it worked file for all images except one. It rendered half the image properly and then scrambled the rest. I could see that the sprite information was there but there was some offset problem. I had claude dig into it in detail along and gave it the ScummVM source for reference. I also gave it Ghidra so that it could debug the actual EOB.EXE file but nothing we tried got it to render properly. Even SSI's own code which got from a modding wiki failed to render this image. My final conclusion was that it was a half done asset that somehow found its way into the asset archive and is never used in the game but that's a flaky conclusion given that its name is referenced in the EXE.
I've been having a lot of fun upscaling the sprites used for the cutscenes and remixing the music using AI. It's a game I played a lot as a kid so being able to tinker with it at a low level is a nice distraction.
It's purely a "fun" side project without deadlines or anything so I get to do what I want with it without any hassles about "being productive".
I played a lot of Stunts in the 1990s. I only learned in the 2010s that you could actually edit the terrain, too.
Me and some friends spent so much time playing https://en.wikipedia.org/wiki/Stunt_Island
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.
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
I wonder / doubt it or something like it would shock anyone as much as it seemed to back then.
Time for a modernized port true to the original! I also liked the TrackMania series but I wish there was something reduced to the amazing essence of Stunts.
I'd ask for Rock n' Roll Racing!
Oh wow, that's a game I haven't thought about in forever. Thanks for reminding me.
I remember a map where just at the start, you could turn around, jump over an open bridge and finish it in less than a minute.
On the other hand most maps have loops and I would regularly get lost, unable to finish it...
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
My old PC wasn't good enough to play the game. You could almost see each frame render. However, the PC speaker music was really nice and I used to run the game just to listen to that.
Oh man, the controls on mobile remind me of a bad dream where you don’t quite have full control of your flying.
I always love any reverse engineered projects
I used to play this, thats awesome.
Ah, that's so lovely! Will definitely try this!
I used to play an Amiga 500 version of this. I think it was Test Drive 2 though.
Test Drive 2 (and 1) used a pseudo-3D renderer with scaled sprites (see https://www.mobygames.com/game/2107/the-duel-test-drive-ii/s...) TD3 used a 'real' 3D engine, but as a result it needed a beefy machine for the day. Driving felt a lot slower too, I never found it as much fun as TD2.
Not even one map as jpg or png to see on the webpage!!!
Whats the point of this project? You expect us to load npm just to see some maps?!
Read the Readme.
They've linked to https://s-macke.github.io/Test-Drive-3-Maps/
this is not jpg or png but some dynamic stuff.
It freezes up my phone. Why do you need to complicate the stuff so much?
Direct jpg or png could be rendered even by pentium 100 with 32mb of ram...