Simone Systems Research

Simone Systems Research / Repository timeline

How the Baldies remake was built

Dates and commit hashes come from two private repositories: the unofficial remake's and this website's. Visitors cannot open them. The hashes are listed as plain identifiers, not links.

Press kit files: One-page fact sheet (HTML) One-page fact sheet (PDF) Still 1: Grass world (PNG) Still 2: Ice world (PNG) Still 3: Circus world (PNG)

1. Engine and desktop remake ( to )

Date & revision What happened

Earliest file
Earliest preserved prototype file timestamp. Starting with no source code, Jonathan Simone directs two separate AI coding agent efforts. The first prototype writes a new deterministic Python simulation, interface, and procedural art from public specifications without decompiling the 1996 executable. The second prototype decodes the original level files and uses a disassembler with Consumption Engine context to carry extracted data tables (such as house capacities) into code. The world is drawn from 1,280 tiles of 16x16 pixels.

Two prototypes
Both independent prototypes reach playable state and are reviewed on the same day. Jonathan selects the first prototype's Python simulation (new, from public specifications) and pairs it with the second prototype's level format support and extracted data tables (from the decoded level files). The second prototype's own simulation, which explored decompiled routines, is not used.

Combined build
Combined Windows 11 desktop remake (Python 3.11.9, pygame-ce 2.5.7) completes at commit c37f1b5. An AI red-team review finds 7 issues on ; all 7 are fixed and rechecked at commit 01415d3.

Fresh verification
On a fresh checkout, an AI coding agent under Jonathan's direction re-runs the full desktop verification suite (verification record): 334 pytest tests pass in 34 seconds; all 100 original levels load in 4 views with 0 errors (slowest: 479 ms); save/continue matches after 600 ticks across 8 situations (including mid-flight invention install on levels 10, 25, and 61); all 6 corrupted saves left the game running with a message; 1 malicious save was refused without running any code; and 9,000 random inputs across 3 seeded runs finish with 0 exceptions (11.4 to 11.9 ms headless 95th-percentile frame time).

2. Browser procedural edition and public release ( to )

Date & commit Milestone in this website's private repository

adcd44f, 5e70e61, c83dc23
Case study and homepage live demo published (adcd44f). Commit 5e70e61 adds 1280x720 procedural-edition pixel renders (generated levels and project-made art, containing no original 1996 game files) and records the 341 GOG Dreamlist votes. Commit c83dc23 builds the live rules panel around five tunable parameters (walk_speed, breed_rate, house_capacity, hairy_difficulty, grab_cost).

358802a, 449c578, 685862c, 9695435
Commits 358802a and 449c578 wire the live browser edition (play.simoneresearch.com) into the homepage cabinet, and 685862c loads the game in attract mode on arrival. Commit 9695435 publishes the module table of named Python modules (levels.py, sim/buildings.py, ai.py, terrain classifier, twenty-step simulation loop). Commit 04e9029 separates native desktop verification claims from the newer browser edition.

85adea2, dfb616f, cf187d1
Commits 85adea2 and dfb616f align the two-prototype and merge chronology ( to ) across the homepage and case study. Commit cf187d1 connects the case study directly to the homepage live rules controls (/#live-demo).

cb348c2, 57cb4db, 2080d8b, bf2467c
Commit cb348c2 documents the exact division between the first prototype (simulation and procedural art, from public specifications) and the second prototype (level format support and disassembled tables, from the decoded level files) and links every verification claim to /evidence/baldies-verification/. Commit 57cb4db stages homepage game startup and tab recovery; 2080d8b mutes homepage embed audio by default; and bf2467c adds the downloadable source archive section at /developers/#baldies (baldies.tar.gz, 45 Python files, about 16,100 lines).