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Image reference (original game): Assassin’s Creed · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.

Source maintainer: Banned445 · Revision: 4948133403e5 · Catalogued: 2026-10-12

Source license: MIT · LICENSE · Article: Source README (format adapted)

The source README follows, with formatting adapted for this site and images replaced by source links. Feature, completion and testing claims belong to its authors and have not been independently playtested here. The Traditional Chinese translation was prepared with AI assistance.


AC1 Movement Rewritten

A clean-room recreation of Altaïr’s movement from Assassin’s Creed (2008), written in Rust with Bevy.

Status: early and unfinished. Not a playable game. Many moves are missing or partial, animation
transitions can still look choppy, and placeholders are marked PORT: in the code. Expect bugs.

What it covers

  • Ground locomotion: walk, jog, run, sprint, stops and pivots
  • Jumps, falls and landings
  • Ledges: hang, shimmy, pull-up and drops
  • Climbing walls and climb jumps
  • Wall runs, beams, ladders and swing bars

No game files are included. The program reads Altaïr’s models, animations and map data from your own copy
of the Steam PC version. Educational and personal use only.

Requirements

Run

cargo run --release

The game folder is found automatically when it sits beside this project or in your Steam libraries. To set it
yourself, point to the folder that contains AssassinsCreed_Dx9.exe and DataPC.forge:

cargo run --release -- --game-dir "C:\Program Files (x86)\Steam\steamapps\common\Assassin's Creed"

The path is saved to game_dir.txt, so you only do this once. You can also set the AC_GAME_DIR
environment variable. Without the game, the level still runs with a capsule in place of Altaïr.

Controls

Input Action
WASD Move
Left mouse Capture mouse (Esc releases)
Right mouse (hold) High profile
Space Legs. Into a wall: climb or grab. With right mouse held: sprint / free-run
E Empty hand (drop off a ladder)
G Show climbable edges
F1 Toggle help
F2 Debug map menu
F3 City streaming counters (Damascus)
F5 Ghost mode, the game’s unused development flight (the Debug context, “Ghost mode” animation). WASD on the ground plane, Space / Ctrl up / down, 5 m/s, Shift × 3, Alt × 10, Q held = strafe, F6 = debug camera (holds still). F5 again drops out into a fall; hold E with it to keep the flight’s speed. Gamepad: L3 + R3 (B with it to keep the speed), left stick, right stick Y up / down (LB holds the height), RT × 3, RB × 10, X strafe, R3 camera
F9 Save a bug report

Maps

Press F2 to open the map menu, then click a map or press a number key. Switching resets the player.

Key Map
1 Greybox test level (default)
2 Masyaf roofs
3 Masyaf village
4 Damascus (the whole city)

Masyaf maps are imported from your install. They are bounded crops: surrounding terrain, props, NPCs and
vegetation are absent, and materials are not exact.

Damascus is the whole World from your install: every district, the walls, the countryside around the city,
props, vegetation, collision and the climbable edges. It streams like the game does: the city’s grid cells load
around you on background threads, objects switch between their level-of-detail meshes with distance, and the
merged low-detail “fake” meshes the game ships draw the rest of the city on the horizon. You start at the north
gate (the arrival from the Kingdom). NPCs, crowds, sounds, missions and particles are not included, the lighting is a
fixed sun and haze, and materials use a standard PBR shader rather than the game’s.

To start on a native map from the command line:

$env:AC_NATIVE_MAP = "damascus"   # or "masyaf-village" / "masyaf-roofs"; unset to use the greybox
$env:AC_CITY_SPAWN = "Souk"       # Damascus only, optional: Bureau, Academy, Palace or Souk
$env:AC_LOD_FADE = "1"            # optional: cross-fade between LODs (the retail game switches them)
cargo run --release

Progress

Area State
Ground Working. Some transitions into and out of the run are simplified
Jumps and falls Mostly working. Some fall and damage cases missing
Ledges Mostly working. Hand spacing after a shimmy is a placeholder
Climbing and wall runs Working
Beams Mostly working. Some bends and hop landings still approximate
Ladders Mostly working. Ladder turn and side jump missing
Swing bars Working
Animation and IK Partial. Transitions into the ground run are skipped for now
Character All Rank 9 parts load. Robe folds, weapon offsets and facial expressions unfinished
Not started Crouch, crowds, swimming, hay and kiosk hiding, slope slides, combat

Tests

cargo test --release

Tests that need game data skip themselves when the game isn’t found.


License and provenance

The README and its translation retain MIT terms. Changes comprise translation, links and formatting. Editable Markdown, the original README, LICENSE and NOTICE files are included in the linked bundle. This grants no rights to the original games, their assets or trademarks.

LICENSE

MIT License

Copyright (c) 2026 Banned445

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.