TR1X: Open-source re-implementation of Tomb Raider 1
github.com
github.com
I.e. a double entendre.
I wish there was a blog attached to it to follow the developers' journey in this super cool adventure :) !
I would personally never spend that much time playing a video game nor writing one, but that kind of passionate behavior is commonly visible in the video game community (e.g. the recent tetris records, speedruns, etc.)
Also - OG games that built their own engines provide some insight to incredible methods of wizards -- like when people pick apart something Carmack did with what appears to be two characters to create a whole [thing] - as opposed to a UE4 engine game is going to have a f-ton of opaque mechanics?
This can be the case with many other game engines too. In a few cases, the original code may later be released as FOSS anyways (or, in the case of ZZT, it was rewritten from disassembling the code and made to produce the same executable file), but sometimes it might not.
(I had made a FOSS implementation of Everett Kaser's MESH:Hero game engine, and at least, the reasons I mentioned above are my own reasons for doing so; I don't know if the people who did TR1X have similar ideas and/or different ideas.)
I have my own ongoing decompilation/reverse-engineering project for a video game. As part of it, I've accidentally stumbled upon delinking, a very niche and esoteric technique for slicing an executable back into object files. This turned into a two year side-quest to create and improve my own tooling for it, which has been by far the most interesting and intellectually stimulating project I've ever embarked on. It's steadily attracting attention (with some cool in-depth technical email threads with various people around the world) and recently it has even gained at least one active user.
Is there a rational reason why I've tackled this project? Absolutely not. It's completely bonkers, both in idea and execution. I've committed some wicked acts of heresy with it according to conventional computer sciences wisdom, like delinking code across platforms/object file formats and shoving it into foreign systems in spite of ABIs.
Sometimes people just have an itch to scratch. Mine is to take a chainsaw to executable files and make twisted chimeras out of the torn off pieces.
Reverse engineering the source code makes it much, much easier to mod the game and add more fun stuff.