blog
Blog
Long-form writing on AI-assisted decompilation, reverse engineering, and what it takes to point fleets of coding agents at genuinely hard problems.
How agent swarms decompile games byte-for-byte
Published
Seven months teaching fleets of coding agents to reconstruct a shipped game binary byte-for-byte — and building the oracles that keep them honest.
LLM-assisted decompilation: tools, not prompts
Published
How fleets of coding agents byte-matched 40,000+ functions of a stripped Xbox 360 binary in ten weeks — by never letting the model judge its own work.
The Milo engine decompilation saga
Published
How one engineer and a fleet of AI agents reverse-engineered a shared game engine across three games and two consoles — and why the best verification tool turned out to be the thing that runs the code.
Forking the decompilation toolchain
Published
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.
From emulator to real console
Published
Five months, three repositories, and one recurring lesson: the gap between an emulator and the real hardware is where all the interesting bugs live.
Infrastructure for running agent swarms
Published
What it actually takes for one engineer to keep a fleet of AI coding agents fed, contained, and productive on hard problems.
Reverse engineering across domains
Published
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.