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CanBuild Is Not a Boolean

· 2 min read
reverse-engineering → modernization

“Can this house build this unit?” looks like a yes-or-no question. In Yuri's Revenge, the answer is a three-state decision produced by an order-sensitive control-flow graph.

Reconstructing that graph took a sequence of small, testable pieces. The final composition is one of the clearest examples yet of why faithful behavior lives in the route to an answer, not only in the answer itself.

Damage Is a Pipeline

· 2 min read
reverse-engineering → modernization

The first end-to-end piece of reTS was not a menu or a moving unit. It was a number: the exact amount of health removed when one object hits another.

That sounds modest. It turned out to be the right foundation for the whole project, because the original engine does not calculate damage in one neat formula. It passes the value through a sequence of rules, and the integer result can change if even two apparently equivalent stages are swapped.

Introducing reTS

· One min read
reverse-engineering → modernization

Welcome to the reTS devblog.

Last verified against the project charter: 2026-07-15.

reTS is an early project to build a faithful, standalone, moddable reimplementation of the classic Westwood isometric RTS engine—the one behind the Command & Conquer titles Tiberian Sun, Red Alert 2, and Yuri's Revenge. Accuracy is the non-negotiable goal; modern, opt-in layers are planned only on top of verified behavior.