Decompiling Games with AI: Virtueel Zoetermeer

33 pointsposted 3 days ago
by bouk

9 Comments

xyzsparetimexyz

2 days ago

> I’m hoping that smarter models (surely Fable 5.5 is dropping any moment now) can do a breakthrough to reverse compile games more efficiently.

This seems like an oxymoron, no? What is Fable going to do that makes decompilation easier apart from chewing through token budget like there's no tomorrow? Perhaps if it internalized codegen patterns for EVERY compiler and EVERY permutation of flags, or wrote a decompiler for the same, but like..

tancop

2 days ago

Decompiling into readable code that gives you the exact same binary and probably matches what the developers wrote is a lot more complicated. You need a human expert or equivalent AI to do it. Deterministic tools will almost always give you code that looks like trash or doesn't compile at all.

thenthenthen

2 days ago

Mmm none of the graphic content seems to be loading on the page. Would love a virtual Zoetermeer, the real place is kinda drab :D edit: googled some pics, yeah looks cool!

lmz

3 days ago

The comments and field names in the source code are all Dutch. Expected I guess given the context, just wonder if that was generated or if it was derived from the compiled code. I know Delphi has RTTI info.

bouk

2 days ago

The comments are AI-generated, but the original class names were all in Dutch, so I told it to make the rest of the code match :)

suddenlybananas

2 days ago

I'd be curious to know what makes some games easier than others to decompile for models? Besides just how complicated the game is.