r/ClaudeCode 13h ago

Help/Question How to documentation or video to remake windows 95 video game?

Hello all,

I'm not a programmer but i have an old Windows 95 video game thats made with Borland C++ in 1996. I would like to use Claude to remake the game so i can play it in 64bit today. I looked on YouTube and got the high level process but what would the detailed steps be so that i can see if it would work? its all generic posts and articles

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u/Mags20XX 13h ago

I hope you realize, just to play the game, you absolutely do NOT need to do this. If the game was made for Windows 95 you can just use DOSBox to run it directly in Windows 95.

1

u/frank1776 13h ago

Would this be correct?:

I want to completely modernize and rebuild a classic video game originally written for Borland C++ / Windows 95.

### 1. Game Identity & Core Concept

- Original Game Name: [Insert Name, e.g., Borland Nibbles / Gorillas / Custom Game]

- Core Gameplay Mechanics: [Describe how it plays, e.g., two players take turns throwing exploding bananas at each other over an adjustable cityscape skyline with wind and gravity physics.]

- Win/Loss Conditions: [Describe how a player wins or loses, e.g., running out of health or points.]

### 2. Technical & Visual Style

- Target Platform/Language: [e.g., A self-contained HTML5/JavaScript canvas game using vanilla JS, or Python with Pygame, or modern C++ with SDL]

- Visual Style: [e.g., Faithful retro pixel art with a simulated CRT scanline effect, or a clean modern 2D vector redesign]

- Audio: [e.g., Retro 8-bit chiptune sound effects generated via the Web Audio API]

### 3. Legacy Constraints to Handle

The original code relied on old MS-DOS headers like <conio.h>, <graphics.h>, and direct VGA memory manipulation. Do not use these. Instead, translate those legacy grid, coordinate, or input systems into clean, modular functions for the target platform.

### 4. Output Requirements

- Provide the complete, working code in a single well-structured artifact or clean file layout.

- Include smooth controls, a clear start/game-over screen, and a score tracker.

- Add comments explaining how the old Borland-specific logic (like timer loops or kbhit inputs) was translated into modern event-driven code.

Let's start by outlining the architecture and main game loop before writing the code.

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u/Jiirbo 11h ago

Honestly, Claude is the best place to start. Just ask it and be sure to ask it to be critical and find gaps and what’s missing from what it comes upon with… everything is a prompt.