The AI Decomp Wave — Outside Confirmation

A popular explainer on AI agents decompiling games gives the same reason the vault’s method works: decompilation has an answer key, so an agent can check its own work. Chris took it as outside confirmation that others are doing similar things and we are on the right track. The video covers the flashy outputs (ports, mods). The vault works on the quieter layer: mechanics, automation, TAS and readability.

Links: Repairing LLM Code — The Two Oracles — the vault already went past the video here: the answer key covers only correctness, Transpilation as a Grounding Strategy — why we built our own decompilers instead of using Ghidra, The Contract Model vs. the Substrate Model — agent field notes as a substrate that compounds, Failure as Mandate — Chris’s moderate IP position, KOEI AI & combat evolution — a sample of the “mechanics” output, Game Annotation Series, REA — Candidate Tool — the agent-plus-Ghidra harness from a later video (2026-10-16)

Source: YouTube — Slop Architect (~18 min, references events through 2026-10-03) — transcript, meta

What the video claims

  1. Decompilation has an answer key. A matching decomp has to recompile byte-for-byte identical to the original. So an agent can write, compile, compare and retry all night, and run as a swarm because a game breaks into thousands of separate functions. Tools: Ghidra, debuggers, compilers, and play-testing through faked inputs and screenshots as a second check.
  2. The speed claims. Hand-done decomps took 2–6 years (OoT, Paper Mario, Majora’s Mask). LSD Dream Emulator had all 1,446 functions matched in about a month, with all the C written by Claude Code. decomp.dev counted 13 games ever at 100% before September and 24 more since, with about half showing AI in their history (the narrator’s own count). On MW2, one person ran 17 Claude agents for about 2 months and matched ~¾ of ~16k functions, using ~200B tokens on a $200/month plan.
  3. What gets built on top. GoldenEye was decompiled by humans over 9 years, then turned into a native PC port in 43 days. Melee hit 100% with Claude as the #4 contributor. Halo (2001) runs on a 3DS and hosted a 128-player match. “Universal Modder” is a Claude Code plugin whose agents write field notes back to the project “so the next agent starts smarter.”
  4. The pushback and the hype. The Pokémon decomp projects ban AI, and the Zelda/Banjo recomp developers fight “slop comps.” Most X-inside-Y mashups are pass-throughs (both games running at once), not decomps. “Fortnite rewritten in Rust in half a day” was a prototype. Real work takes weeks or months, with people steering.
  5. The legal and industry case. Reverse engineering for compatibility can be fair use (Sega v. Accolade, Sony v. Connectix), but rebuilding a game exactly is murkier. That’s why projects ship no assets and you bring your own copy. Takedowns are already happening (the MW2 tracker, Fallout New York). Mods became whole genres (CS, Dota, battle royale, auto-chess), so studios should work with modders rather than sue them.

Discussion

Chris’s read: confirmation, not news. “It was mostly acknowledgment that others are doing similar things and we are on the right track.”

Where the vault is ahead, and the one thing to borrow

Open Questions

Tags

ai, decompilation, reverse-engineering, grounding, claude, youtube