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Decompilation

18 GoKawiil briefs on this topic

Ex-Rockstar developer says AI could enable unofficial PC ports of GTA VI

Former Rockstar technical director Obbe Vermeij told Rock Paper Shotgun that AI-assisted reverse-engineering tools could let third parties convert the PlayStation 5 version of Grand Theft Auto VI into a playable PC version without Rockstar's involvement. He estimated such an effort could cost 'tens of thousands of dollars in tokens' and produce a result inferior to an official port, but potentially good enough to satisfy some players. Reports suggest Rockstar is currently targeting a first-quarter 2027 PC release for the game.

Anthropic adds Claude Code prompt barring recreations of specific existing video games

Anthropic quietly inserted a new system-prompt rule into Claude Code, first spotted around October 27 and confirmed present in version 2.1.314 released October 30, instructing the model not to rebuild a specific existing game even if renamed. Anthropic engineer Addy Osmani confirmed the company added 'two sentences' to steer Claude Opus 5.5 away from recreating someone else's game, citing its usage policy against IP infringement, while still permitting original or genre-based games built from a user's own assets.

Fan project ports Super Mario Galaxy natively to Android devices

A project called Galaxy Android, part of the OpenPort Labs initiative, has brought a native Android build of Super Mario Galaxy, built on code from the seven-and-a-half-year Petari decompilation effort and using AI tools to adapt it. An Android Authority writer tested it on an OPPO Find X9 Ultra and found it installable via a GitHub repository, though with notable performance quirks compared to the smoother desktop version.

F-Zero X decompilation ported to Old and New Nintendo 3DS with 64DD Expansion Kit support

Developers completed a native port of the F-Zero X decompilation (G-Diffuser) to Nintendo 3DS hardware, releasing version 1.0.0 after a 24-day sprint that achieved 60fps 3D on New 3DS, followed by a 43-day second phase adding Old 3DS compatibility, a native renderer, and support for the 64DD Expansion Kit. The project used one human director coordinating a long-running AI session that orchestrated over 147 subagents during the first phase alone, producing three separate console builds from a single source tree.

AI tools accelerate viral game ports, sparking preservation concerns in decomp community

Hobbyists are using AI coding tools to rapidly reverse-engineer classic games like Halo, Wind Waker and Super Smash Bros., porting them to new platforms such as web browsers, phones and mixed-reality headsets. These 'decomp' and 'recomp' projects, which traditionally took years of manual work, are now appearing at a much faster pace, with one creator, Sotraidis, saying AI let him produce far more projects far more quickly than he could have alone.

Decomp.dev shuts down public leaderboard over AI-driven 'slop' in decompilation projects

The creator of decomp.dev, known as @encounter, has disabled the site's public index and leaderboard that tracked game decompilation progress. The maintainer cited AI tools being used to rapidly 'finish' forks of others' projects with little regard for quality, turning the leaderboard into what they called 'a hollow numbers game.' Decomp.dev, launched in 2024, had centralized progress tracking for matching decompilation efforts across many game projects.

Decomp.dev Shuts Down as AI Upends Game Decompilation Community

The admin of decomp.dev, known as Encounter, announced the site is closing because advanced AI models have made reverse-engineering game code dramatically faster than the traditional human-led process. Encounter said it has become impossible to distinguish projects driven primarily by humans from those produced largely by AI, undermining the site's collaborative structure.

AI tools accelerate game decompilation, enabling fast ports and mods

AI systems are now able to reverse-engineer compiled video games and software back into source code far faster than manual efforts, which previously took years and required large community projects like OpenGOAL and Ship of Harkinian. The resulting decompiled code can be modified, enhanced with features such as higher frame rates and dynamic resolution, and recompiled to run natively on other platforms.

Developer uses AI agents to reconstruct Modern Warfare 2's source code in C++

Maurice Heumann spent three months and an estimated 600-700 billion AI tokens using Claude and Codex agents to decompile and rebuild the C++ source code of 2009's Call of Duty: Modern Warfare 2. He reports 99% of the game's functions have been recreated, with 83% matching the original code, and says the game is now fully playable. Two earlier blog posts and a video of the project have since been taken down following a copyright report from the rights holder.

AI agents accelerate game decompilation and legacy code reverse-engineering

Reverse-engineering projects for titles including GoldenEye 007, Super Smash Bros. Melee, Halo: Combat Evolved, and a 2009 Call of Duty entry have recently reached major milestones, with one developer using 17 AI agents to rebuild a playable Call of Duty build from its compiled executable. Similar AI-driven efforts have produced open-source clones of Adobe applications and informed commentary on COBOL systems tied to a drop in IBM's stock earlier this year.

Developers use AI agents to decompile a first-person shooter over three months

A developer and community collaborators spent roughly three months and 500 billion tokens directing AI coding agents to reconstruct a popular first-person shooter's source code in C++. The project used Claude Code and Codex CLI subscriptions, switching between multiple models including Sonnet 5 and Opus 5.5, and tracked progress through GitHub issues. The author removed two earlier blog posts about the project, citing pressure from the game's corporate rights holder.

Banjo-Kazooie PC port developer Dario criticizes AI-driven retro game ports

Dario, a developer known for fan-made PC ports of console games, published a Bluesky thread criticizing the rising use of AI tools like Claude to decompile and recompile retro games into new ports. He argued that many people conflate decompilation, recompilation and porting, and warned that these processes now require far less effort than before due to LLM assistance. His comments follow revelations that HarbourMasters, the team behind ports of titles like Super Mario 64 and Ocarina of Time, has used LLMs for years.