Rebuilding a 1988 masterpiece in TypeScript —
every layer, from the landscape hash to the physics kernel to the
renderer, held bit-identical to the original 6502 machine
code. The series is being prepared for this site; the layers below
are the running order.
00Why I rebuilt Exile, and howThe motivation and the method: investigate, understand, recreate, and prove it right bit by bit.
01The source codeThere is no source code, however there is a remarkable reverse-engineered disassembly.
02How Exile builds a world65,536 tiles from 500 bytes of code — a landscape that is never stored, where one wrong carry builds a different planet.
03How Exile draws the worldEvery graphic in the game in 3.3KB — and the self-modifying sprite plotter that gets it on screen at speed.
04Player physicsGravity, thrust and collision in 8-bit arithmetic.Coming soon
05The playerWalking, jumping, aiming, and the jetpack that sometimes doesn't.Coming soon
06CreaturesThe bestiary's shared brain: one kernel, forty behaviours.Coming soon