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Comment by SubiculumCode | original | 500B Tokens Later: Letting AI Agents Decompile a First-Person Shooter
[−]SubiculumCode · 2026-10-11 Sun 02:37 UTC · link
Byte exact seems only of interest to preserve known bugs etc for cheats/shortcuts/etc.
[−]j2kun · 2026-10-11 Sun 02:41 UTC · link
That may be true, but I hate it when people repeat the false idea that functional equivalence requires only a test suite that has full branch/line coverage. Call me triggered :)

That said, I would probably follow this same approach if I were to do this, but with extensive randomized testing as well.

[−]hedgehog · 2026-10-11 Sun 03:20 UTC · link
You can do the process in stages. Do the first decompilation mechanically (no LLM), use a SMT solver to show it builds to an equivalent binary to the original, and then use LLM to clean up the code into something idiomatic with the benefit of a correct binary built with the new toolchain. This helps when you want to port across languages or toolchains, and helps protect against toolchain bugs.
[−]kg · 2026-10-11 Sun 05:25 UTC · link
For anything with recorded replays or multiplayer you need to preserve known and unknown bugs for compatibility reasons, not just for cheating.
[−]cowlevel · 2026-10-11 Sun 11:52 UTC · link
Or a speedrunning community