The third KOEI SNES title, and the first one that isn’t a port of a decompiled NES game. Its first recon found a decoding bug in the shared toolchain that both earlier titles had shipped with.
Links: system → SNES · toolchain → KOEI tools · engine siblings → ROTK2 (SNES), Gemfire (SNES) · open questions it serves → the hollow opponent (is argmin-weakest a KOEI house pattern?), Nobunaga crucible (binding-constraint depth)
| Field | Value |
|---|---|
| Logical name | AeroBiz-decompiler (local; no remote yet) |
| Sibling path | ../AeroBiz-decompiler (resolved via .claude/local-paths.md) |
| Cart | Aerobiz (USA), LoROM, 1 MiB, 8 KiB SRAM, RESET $800C, no coprocessor |
| Status | 🔬 recon #1 complete (2026-09-30): engine profile [aerobiz] derived and verified; module walk next |
| Depends on | koei-snes → snes-decompiler |
The game is the original Air Management: Oozora ni Kakeru (Super Famicom, 1992). It was also released on FM Towns, PC-98, Mega Drive and X68000. There is no NES/Famicom version. So unlike ROTK2 and Gemfire, it has no decompiled NES twin to serve as an oracle; the oracles are the engine siblings and the manual.
COMMON and ALNMAIN) and 479 bytecode routines.$00:F000, not the $F800 the toolchain assumed.AIRWAY (routes), NEGO, TRADE, INVEST
(budget), CAMPAIGN (marketing), OPERATE (hotels and charters) and SIMULATE (board meeting). The AI candidate is ALGO.$D8 is jz abs16 (2-byte operand), not
brz r8. Several compare, divide and shift opcode names describe the complement or the wrong operation.
$D8.snes · 65816 · reverse-engineering · games