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4 posts tagged with "ai"

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What the Engine Already Knew

· 8 min read
reverse-engineering → modernization

A lot of what a twenty-five-year-old game "does" lives in community memory as much as in the executable — house rules, remembered quirks, features everyone is sure were mods. Spend a day reading the binary of that game and a pattern emerges: the engine already knew. The rule you half-remember is there, usually more precise and stranger than the memory of it. Today was seven passes over the selection, command, alliance, AI, spectator, and campaign-scripting layers, and the throughline was the same each time — the machinery was already present, and our job was to state exactly what it does rather than what we assumed.

Where the Turrets Go

· 16 min read
reverse-engineering → modernization

If you've ever watched a skirmish AI in Red Alert 2 quietly ring its base with prism towers on exactly the side you were massing tanks, you've seen this week's subject in action. We spent the day dissecting the routines that decide where defensive structures go, when the AI is even allowed to want them, and the ancient trigonometry humming underneath both — the last unmapped pieces of the AI's base-building brain, and the functions standing between us and a bit-exact port of that entire decision path.

A Second Opinion From the Original Engine

· 7 min read
reverse-engineering → modernization

For months, every number in this project has been checked the same way: a person reads the original engine's instructions, works out by hand what they must produce, and writes that value into a test. It's rigorous — but it's one person's arithmetic standing in for the CPU. The weak point was always the derivation: a subtle misreading can hide in a test for a long time, because the test and the reading share the same author and the same blind spot. Today the project got three ways to have that reading checked by something that doesn't share the author.

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.