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Show HN: I reverse-engineered the world maps of Test Drive III (1990 DOS game)

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Why This Matters

This project highlights the intersection of retro gaming nostalgia and modern reverse engineering techniques, demonstrating how AI and current tools can reconstruct detailed game worlds from old DOS titles. It underscores the importance of preserving and understanding classic game environments, which can inspire new developments and foster appreciation for game design history in the tech industry and among consumers.

Key Takeaways

Reverse engineered and extracted maps of the DOS Game Test Drive III: The Passion by Accolade

As a kid, I played Test Drive III a lot. Not because of the racing, but simply to explore the world.

There was so much to see, so much to discover. This project is an attempt to reconstruct those maps as accurately as possible. Over the past five years, I have worked on it on and off. Now, with the help of AI, I am close to success. Apart from the occasional flying car and missing sprites.

The 3D format itself is nothing too exotic, but it does contain a few special cases. Each tile or object is a small mesh stored as three parallel arrays of 16-bit signed X, Y, and Z vertex coordinates, followed by 8-byte polygon records containing the polygon type, vertex indices, and palette color. These are preceded by a short 4- or 8-byte header.

A map is a 32×16 grid. Each cell is 2 bytes: a tile ID selecting one of those meshes, plus packed rotation and height bits.

Wavefront Object files are available in the objs directory.

Development

Prerequisites

Node.js 20.19+ (required by Vite 7)

Installation

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