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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.

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.

AI draft
decompilationai-agentsreverse-engineering10 min read

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.

AI draft
decompilationai-agentsprogram-synthesis8 min read

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.

AI draft
decompilationgame-enginesreverse-engineering8 min read

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.

AI draft
ghidratoolingopen-source7 min 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.

AI draft
emulationxbox-360hardware7 min read

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.

AI draft
ai-agentsinfrastructuresystems8 min read

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.

AI draft
reverse-engineeringfirmwarerendering7 min read
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