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Long-form writing on AI-assisted decompilation, reverse engineering, and what it takes to point fleets of coding agents at genuinely hard problems.

July 19, 202610 min readFeatured

How agent swarms decompile games byte-for-byte

Seven months teaching fleets of coding agents to reconstruct a shipped game binary byte-for-byte — and building the oracles that keep them honest.

decompilationAI agentsreverse engineering
July 15, 20269 min read

LLM-assisted decompilation: tools, not prompts

How fleets of coding agents byte-matched 18,000+ functions of a stripped Xbox 360 binary in eight weeks — by never letting the model judge its own work.

decompilationAI agentsprogram synthesis
July 12, 20269 min read

The Milo engine decompilation saga

How one engineer and a fleet of AI agents reverse-engineered a shared game engine across three games and two consoles — and discovered that a perfect match score can still be wrong.

decompilationgame enginesreverse engineering
July 10, 20268 min read

Forking the decompilation toolchain

What it took to make nine open-source reverse-engineering tools — from Ghidra on down — fluent in a console ISA none of them were built to read.

Ghidratoolingopen source
July 8, 20267 min read

From emulator to real console

Five months, three repositories, and one recurring lesson: the gap between an emulator and the real hardware is where all the interesting bugs live.

emulationXbox 360hardware
July 6, 20268 min read

Infrastructure for running agent swarms

What it actually takes for one engineer to keep a fleet of AI coding agents fed, contained, and productive on hard problems.

AI agentsinfrastructuresystems
July 3, 20267 min read

Reverse engineering across domains

What happens when you point one AI-assisted decompilation workbench at firewall firmware, two pinball machines, a 2001 MMO client, and a home server — and let bytes, not vibes, decide who is right.

reverse engineeringfirmwarerendering
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