Rosa Del Mar

Issue 31 2026-01-31

Rosa Del Mar

Daily Brief

Issue 31 2026-01-31

Reverse Engineering Boundaries And Tooling Workflow

Issue 31 Edition 2026-01-31 7 min read
General
Sources: 1 • Confidence: High • Updated: 2026-02-06 16:59

Key takeaways

  • The target binary is a DirectX 8.1 Visual Studio 2003 (VC++ 7.1 SP1) build that relies on grim.dll (Grim2D) whose interface is an 84-method vtable exposed via GRIM__GetInterface.
  • Crimsonland’s release lineage includes a 2002 freeware prototype series, a 2003 shareware v1.8–v1.9 line, and a GOG “classic” build v1.9.93 from Feb 2011 that became a bonus alongside the 2014 remaster.
  • Crimsonland assets are stored in custom PAQ archives with magic 'paq\0' and entries consisting of filename, size, and payload, using Windows-style backslash paths.
  • For the from-scratch rewrite, Raylib was chosen as a barebones engine to better match DirectX 8’s direct rendering style while providing windowing, audio, input, and texture drawing primitives.
  • The rewrite’s acceptance criterion is exact behavioral matching to the GOG classic v1.9.93 executable, including replicating bugs and pixel-level asset quirks, treating the binary as the specification.

Sections

Reverse Engineering Boundaries And Tooling Workflow

A key technical bottleneck is the grim.dll (Grim2D) interface boundary (84-method vtable), which is addressed via vtable offset mapping to semantics. The workflow emphasizes iterative evidence capture and type propagation via a maintained rename/type map, and it explicitly notes limitations of static decompilation that required runtime corroboration. Operationally, reliable runtime evidence is tied to native Windows debugging and a persistent headless debugging setup.

  • The target binary is a DirectX 8.1 Visual Studio 2003 (VC++ 7.1 SP1) build that relies on grim.dll (Grim2D) whose interface is an 84-method vtable exposed via GRIM__GetInterface.
  • Mapping grim.dll vtable offsets to semantic operations is used to interpret draw sequences and compare runtime calls against the rewrite.
  • A Ghidra-driven pipeline with a maintained name_map.json is used to iteratively rename and type functions based on evidence, enabling propagation of improved types across decompiles.
  • Ghidra initially missed substantial functions (including initialization) and some obfuscated entrypoints (including a secret credit sequence), requiring manual function creation after runtime capture.
  • Runtime debugging moved from Wine to native Windows via Bootcamp, using WinDbg/cdb plus Frida for breakpoints, memory inspection, and call tracing.
  • A persistent WinDbg server/client setup (cdb -server / -remote) with external log tailing enabled headless, agent-friendly interactive debugging without the agent killing the debugged process each turn.

Canonical Target And Preservation Lineage

The corpus identifies a specific preservation and compatibility target (GOG classic v1.9.93) and situates it within a detailed version lineage. It also establishes that multiple earlier freeware builds exist as preserved artifacts and that the 2014 remaster exists but is not the preferred mechanics baseline for the project described.

  • Crimsonland’s release lineage includes a 2002 freeware prototype series, a 2003 shareware v1.8–v1.9 line, and a GOG “classic” build v1.9.93 from Feb 2011 that became a bonus alongside the 2014 remaster.
  • Multiple early freeware Crimsonland builds were preserved: v1.0.2 (May 2002), v1.3.0 (July 2002, with extra music), and v1.4.0 (Sept 2002), predating the Reflexive shareware pickup.
  • The 2014 Crimsonland remaster was initiated via Steam Greenlight and released on Steam on June 11, 2014, with subsequent GOG and multi-platform releases.
  • The author prefers the 2003 Crimsonland mechanics over the 2014 remaster’s mechanics.

Asset Packaging And Decoding Edge Cases

The corpus adds concrete file-format details needed for faithful asset loading and rendering: PAQ archive structure and path conventions, and the resolved JAZ format with a specific alpha-stream edge case. It also identifies font provenance as an input to accurate UI reproduction or replacement, without specifying whether replacement is implemented.

  • Crimsonland assets are stored in custom PAQ archives with magic 'paq\0' and entries consisting of filename, size, and payload, using Windows-style backslash paths.
  • The game’s fonts were identified as Xirod Regular, Armor Piercing Regular, Pixel Arial 11, and Courier New Bold.
  • The JAZ texture format is a JPG wrapped with a custom run-length encoded alpha channel and then zlib-compressed, and at least one asset’s alpha stream is exactly one pixel short.

Rendering And Gameplay Structure That Drive Fidelity

Engine choice (Raylib) is motivated as a fit to the original rendering style constraints. The corpus describes a stateful rendering technique (terrain into a ground framebuffer, then accumulated decals) that must be matched for visual parity. It also highlights that gameplay logic is heavily hardcoded, including a large switch-based quest spawn implementation, and that the rewrite refactors the structure while aiming to keep behavior identical.

  • For the from-scratch rewrite, Raylib was chosen as a barebones engine to better match DirectX 8’s direct rendering style while providing windowing, audio, input, and texture drawing primitives.
  • Large parts of gameplay are hardcoded in the executable, including quest spawns represented as a single approximately 3950-line switch statement, and the rewrite refactors this into composable quest builder functions for testability.
  • Battlefield visuals are produced by generating terrain into a ground framebuffer and then accumulating decals onto that buffer over gameplay.

Parity As Binary Spec And Clean Room Constraints

The rewrite is constrained by a strict definition of correctness: the binary is the specification, including bugs and pixel-level quirks. Methodologically, the corpus asserts an evidence-only approach and a boundary condition that avoids dependence on the original runtime except for loading original asset archives.

  • The rewrite’s acceptance criterion is exact behavioral matching to the GOG classic v1.9.93 executable, including replicating bugs and pixel-level asset quirks, treating the binary as the specification.
  • Each reimplemented function must be justified by decompiled code or runtime evidence with no guesswork, and the new code must not depend on the original runtime beyond loading original asset archives.

Watchlist

  • An optional enhancement under consideration is a “night mode” that preserves gameplay while adding ultra-quality lighting with signed-distance-field raymarched soft shadows driven by muzzle flashes and emissive projectiles.

Unknowns

  • What specific test harnesses or parity-validation procedures are used to verify exact behavioral matching to the v1.9.93 executable (e.g., deterministic replays, frame captures, call-trace diffs)?
  • Which remaining bugs and non-gameplay gaps (credits, hidden minigame) are unresolved, and what evidence is needed to close them without guesswork?
  • What are the exact boundaries and implementation details of grim.dll (Grim2D) behavior that are required for full rendering/input parity beyond the vtable mapping described?
  • Are there additional undocumented asset-format edge cases beyond the identified JAZ alpha-stream anomaly, and how were they searched for across the full asset corpus?
  • Will the optional “night mode” (if implemented) be isolated behind a toggle with a demonstrably unchanged parity mode, and what performance constraints apply?

Investor overlay

Read-throughs

  • Reverse engineering plus clean room rewrite workflows could translate into tooling or services for legacy game preservation, porting, and compatibility work, especially where binaries are treated as the specification and asset formats are proprietary.
  • A parity first rewrite approach using a lightweight rendering stack could enable multi platform releases of classic titles while preserving original behavior, potentially reducing dependence on obsolete APIs like DirectX 8 era stacks.
  • Optional visual enhancements such as a toggleable night mode with advanced lighting could support monetizable remaster style feature sets while maintaining a classic parity mode, if separated cleanly and validated.

What would confirm

  • Demonstrated parity validation such as deterministic replays, frame capture comparisons, or call trace diffs showing repeatable matching to the v1.9.93 executable across multiple scenarios and machines.
  • Documented completion of grim.dll interface behavior mapping beyond vtable offsets, including rendering, input, timing, and edge case handling validated by runtime evidence rather than static decompilation alone.
  • A clear toggle design where parity mode is provably unchanged while enhancements run separately, plus performance measurements showing the enhancement does not impair baseline parity or target hardware constraints.

What would kill

  • Inability to produce repeatable parity evidence, or parity breaks that require guesswork rather than evidence only fixes, undermining the binary as specification approach.
  • Unresolved grim.dll behavior gaps that block accurate rendering or input parity, or reveal reliance on undocumented side effects that cannot be replicated cleanly.
  • Discovery of widespread undocumented asset format edge cases beyond the known alpha stream anomaly that materially delay or prevent faithful asset loading and rendering.

Sources

  1. 2026-01-31 banteg.xyz