s-macke

Joined 13 years ago

Karma
2,130
Submissions
470
Member since
Sep 17
OpenRISC Emulator running Linux: http://s-macke.github.com/jor1k/

My Github site: https://github.com/s-macke

My personal site: www.simulationcorner.net

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Recent submissions

Comment · 1 month ago
Thanks to this project here:

https://github.com/s-macke/starflight-reverse

this has now become a piece of cake for the agent. The hard part has already been done. The question now is: how familiar is the agent with Forth?

Comment · 1 month ago
Thanks. I’ll pass the feedback on to Opus 5.5 :-)
Comment · 1 month ago
There isn’t that much to say. Start with an empty directory, put the XKCD image in it, add your ElevenLabs API key, and set up a Python virtual environment. Install ffmpeg.

Then start Claude. From that point on, it’s mostly prompting and evaluating the results. Like any good engineer, you shouldn’t simply start with “Create a video from this comic.” Instead, take a step-by-step approach: discuss the visual style, animations, ask for audio examples, create a script, and then develop a storyboard (ask for a .html document).

The important part is to break the whole generation process down into small, manageable steps. I also used the brainstorming skill from Superpowers for the discussions. It makes the whole process much easier when the AI asks the questions and I just have to answer them.

The result is 4500 line python code generated by Opus 5.5 and a lot of video and audio files.

Comment · 1 month ago
Agreed. Just yesterday, I recreated the XKCD comic “A Bunch of Rocks” (https://xkcd.com/505/) as a video. It took me about five hours, using ElevenLabs for the audio and a step-by-step process involving brainstorming, planning, storyboarding, and so on. Opus 5.5 has become remarkably capable.

[0] https://simulationcorner.net/A_Bunch_of_Rocks.mp4

Comment · 1 month ago
Comment · 1 month ago
Exactly. I just give Astra an image such as furniture, and it creates an 3D reproduction in Blender. You don’t even need computer use. Codex and Blender’s scripting engine is enough.
Comment · 1 month ago
I use a step-by-step approach:

1. For each topic, write a result Markdown file in `spec/`.

2. Identify the file formats.

3. Reverse Engineer and extract all assets, followed by manual review. This works in 90% of the cases.

4. Determine the compression/packing used for the executable. Most binaries used one of roughly five common executable packers.

5. Unpack the executable manually.

6. Use an ancient free IDA-Pro for disassembly, or a modified DOSBox to determine all code/data blocks and the relevant segment-register values for the 8086 architecture. In the second case I use my vibe-coded disassembler.

7. Identify the major functional domains in the disassembly and split the files accordingly.

   ...
Comment · 1 month ago
Stunt Car Racer from Geoff Crammond published by MicroProse, not Stunts from Distinctive Software.
Comment · 1 month ago
I would like to see all of them :-)

One of the most difficult reverse-engineering projects from that era for me was Stunt Car Racer on the C64 (also ported to DOS). It features a highly optimized 8-bit 3D graphics and physics engine. Fable was the first one that was able to generate a complete port of the game.

Now I am trying of Flight Simulator 4 and Wing Commander 1. Then maybe Frontier Elite 2. So much fun ....

Comment · 3 months ago
Comment · 3 months ago
Comment · 3 months ago
Ask a coding agent to decode the assets. Works pretty often for such old games.

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