| ▲ | paavohtl 2 hours ago | |||||||
I don't think it's impossible, but it would take a lot of time and a lot of money; likely more time than good enough models have been commercially available. I have been working on an incremental decompilation-based reimplementation (basically how OpenRCT2 was done) of Worms Armageddon for the past 2 months with a lot of help from LLM tools; primarily Claude Code and Ghidra MCP. I've worked on it almost every day, reaching Claude Code Max 5x's 5 hour session limit multiple times every day. Suffice to say as a software rendered, sprite-based 90s PC game, Worms Armageddon is several orders of magnitude simpler than MGS2. Despite that, I think it will be 2-3 more months of work before I can compile a fully independent version of the game. This is despite the game being an almost ideal candidate for automated RE, as it uses deterministic game logic with built-in checksum checks in replays and multiplayer. I've downloaded all the speedruns I could find for the game (as replay files) and I've retrofitted the replay system into a massively parallel test framework, which simulates over 600 games in about 30 seconds. So Claude can port all game logic independently without much need for manual testing; the replay tests can almost guarantee perfect correctness. MGS2 doesn't have anything like that, so every ported function requires extensive manual testing. Even with LLM tools, an accurate decomp could take years (unless you're willing spend thousands of $currency per month on it). | ||||||||
| ▲ | networked 2 hours ago | parent [-] | |||||||
This is really cool! Your process is compelling, and your choice of game is excellent. I'd like to read a long blog post about your entire journey from the beginning to a working binary once you get there. For those wondering, there is a public Git repository at https://github.com/paavohuhtala/OpenWA. | ||||||||
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