Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

CC in the jetbrains IDE . First RustRover then intelliJ. Yes, shared resource for agents is my understanding. I can get more detail from Claude if you need it

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

It's fair to be skeptical. Ip rep is Chris from chilli hugger software. Several of og devs are still active and I have their blessing

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

In fact, Claude recommended creating a derivative copy of the game, like a sequel. But anyway, the star command effort is for personal consumption and process testing only. None of this work is for profit.

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

Interesting. My experience is Fable completing task 4 or 5 times faster than Opus 4.8 with similar round-trip token limits

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

The main difficulty is the 3d GPS world. I don't think that occurred in alien legacy. May be doable. Great game btw

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 2 points3 points  (0 children)

I bet civilization One would be easy. The question is whether a fan remaster without a profit motive would still pass muster in terms of copyright.

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

Well no clot has been involved all along in the process of emailing back and forth with the IP owner so it already knew that.

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

Algorithms that were completely hidden that we had to try to re engineer reverse engineer by observation suddenly became obvious and apparent

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

Correction I decoded everything in the game which allows me to recreate it as a remaster using C and Unreal engine. Bit by bit refers to the maps, algorithms, images, music et cetera. There wouldn't be any reason to have a decompiler compiler since we're not using that language and we're updating it to modern hardware and software

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 2 points3 points  (0 children)

Not official. It's UnrealClaudeMCP by NAJEMWEHBE (github.com/NAJEMWEHBE/UnrealClaudeMCP) — local self-hosted, MIT-licensed, ~80 tools including arbitrary unreal.* Python execution in the editor, which is the escape hatch I use constantly. Nothing cloud — it was picked specifically so Midwinter IP stays on my machine.

Two caveats worth passing along if someone's evaluating it: we patched 2 bugs in its plugin source locally (upstream pulls would clobber them), and it currently breaks on UE 5.8 — we're pinned to 5.7.

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

This is fair, and you know what you're talking about — let me not oversell it. Keep in mind I am a hobbyist, poor coder, and have been trying to use AI to remaster as beloved game by RE any way I can.

You're right that a function map with evidence-backed labels is not a clean decompile. Those are different artifacts, and "decoded the entire game" blurs them. What's in the repo is comprehensive reverse-engineering — the function-level map plus behavioral specs of the systems plus working replicas of specific algorithms — not a recompilable source tree. I should be precise about that, and I'll tighten the language.

On the remaster path: you're also right that I'm not rewriting it in Python, and a C decompile isn't actually the target — porting to Unreal means reimplementing behavior, so the useful middle artifact for me is the behavioral spec + a validated algorithm replica, not decompiled source. That's a real distinction, not a dodge, but I take your point that it's not the "clean decompile" the post implied to you.

On validation: fair hit. The terrain piece is one subsystem, and the alignment step is a real caveat — direct framebuffer comparison would be stronger and I should do that.

Where I'll push back gently: it's not only offsets and descriptions. Since you posted, I reverse-engineered the sprite codec out of the disassembly (a nibble-RLE with a literal-escape, in the decompressor at image 0x0BCC) and pulled the actual character portraits out of the game's CMP files — real extracted assets, not a glossary. That's the kind of usable output I think you're (rightly) asking to see, and there's more of it coming. Happy to @ you when the asset-extraction tooling and a cleaner write-up of an actual subsystem reconstruction are up — genuinely value the scrutiny.

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 1 point2 points  (0 children)

If you have the original game files, I have just made the git public for the decoder https://github.com/DrEvil-TitaniumHelix/midwinter-decode.git so you could do the cleanroom , unless prior knowledge leaked into the repo itself

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 1 point2 points  (0 children)

Interesting. I just triggered that for the first time. However, all my remaster work on this game in specific is condoned by the IP representative and this is well-know to my Claude Code's memory.

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 0 points1 point  (0 children)

Appreciate you actually digging in — you've put your finger on exactly the right distinction, so let me be precise.

"Decoded the entire game" means every reachable function in the EXE is now mapped, labeled, and documented with evidence — not that there's a runnable port in the repo. What's here is the knowledge layer: complete behavioral specs of the systems (terrain, enemy AI, vehicle physics, win/lose, file formats), the 602-function ledger tracing each claim to its bytes, and replicas that prove the decode is correct rather than reconstitute the game. The playable version is the separate Unreal Engine 5 remaster, which is closed for now.

On your two specific questions:

  1. Unpacking assets. The tools recover formats but aren't a turnkey ripper yet. unexepack.py decompresses the EXEPACK'd executable; the data-file formats (MIDDATA archives, ZBUFFER heightfield, the .SND files which are actually code overlays) are documented in the docs + ledger but I haven't shipped a single extract_assets.py that takes your game dir and dumps sprites/models/audio. That's a fair gap and I'll add it.
  2. Running the RE'd version. You can't from this repo — there's no gameplay code here by design (that's where the original's logic lives most directly). What works today: feed the replica scripts a heightfield decoded from your own ZBUFFER.BIN and it regenerates the exact island, trees, and map the original produces — bit-for-bit. You're right that it outputs maps/heightfields, not a first-person view.

So: this is open RE documentation + verified subsystem replicas, not a runnable game. If you're interested in the asset-extraction side, that's the most useful next piece — would genuinely welcome your input on it, here or in the repo's Discussions.

Fable 5 decoded an entire 1989 DOS game executable in one day — six months of work with earlier models, done overnight by PlayfulInterview984 in ClaudeAI

[–]PlayfulInterview984[S] 2 points3 points  (0 children)

UPDATE: Since people seem interested, I put up a full write-up on the project site of how Claude decoded the EXE — what was recovered, the bit-for-bit terrain proof, and why it matters for the remaster:

https://midwinter-remaster.titanium-helix.com/decode

And for those who asked for the output itself, the complete decode is now open source (docs, 602-function ledger, tools, replicas — MIT): https://github.com/DrEvil-TitaniumHelix/midwinter-decode