AI Reverse Engineering

Turrican (Amiga) — map viewer

drag to pan · scroll or pinch to zoom

These are Turrican's actual playfields, rebuilt straight from the disk image. Each world is streamed off the floppy as a packed block and decompressed by the game's own three-pass decoder (Huffman → LZ77 → RLE) — reimplemented in Go, byte-verified against the emulator. A decoded block is a little directory: a 16-colour palette, a table of 32×32 four-bitplane tiles, and one or more scenes, each a column-major grid of tile indices (the high values are horizontally flipped tiles). The viewer draws every cell as a real tile through the world's palette — so this is the same image the Amiga's blitter assembles, not a screenshot. Pick a scene to jump between the worlds; the first is the opening of World 1, with its floating platforms, the waterfall, the red tower and the “1989” spelled out in the rock. Drag to pan, scroll to zoom from the whole level to a single tile. See the write-up (Part IV) for how it was decoded.