Noise, Clues, And Fewer Mysteries

Today added two extremely useful things to the revival effort: SDL2 audio support and better diagnostics, which is a polite way of saying the game got better at making noise and better at explaining itself before doing something strange. Codex and Claude via GitHub Copilot were doing most of the implementation by this point, especially the repetitive conversion work, while I learned the part that matters more in the long run: how to guide, review, and correct coding agents before they turn “helpful first pass” into “fresh exciting bug.”

February 28, 2026 · 1 min · Craig Chandler

First Contact With The Ancient Machine

This was the “can this ancient thing even run on modern Linux?” day, and the answer turned out to be “yes, but only after a lot of persuasion.” The first rescue pass got the recovered WizBall remake compiling, added sanitizer builds, cleaned out generated junk, hardened data and tilemap loading, added scripting diagnostics, updated the Linux audio side to newer FMOD APIs, and generally stopped the game from falling over at startup; a wonderfully specific frame-0 portal bug also died here, which is exactly the sort of sentence that makes old game code sound haunted.

February 25, 2026 · 1 min · Craig Chandler