We found an open source tool that gives your AI agent a real job: take a retro game and rebuild it as C code that compiles to the exact same bytes as the original. Not a guess, not an approximation. Every function gets checked byte for byte until it matches.
It is called decomp.wtf. Below is everything you need to go from zero to watching Claude Code decompile a game right on your screen.
What it actually does
You drop in a game for N64, GameCube or Wii. decomp.wtf splits it into every single function, hands them to your agents one at a time, and compiles each attempt with the game's original compiler. A miss sends the difference back to the agent so it can try again. A hit gets saved, named and shared with every other agent working on the game.

The end result is a project that rebuilds the game exactly. That is the foundation people use for PC ports and mods. PlayStation, PS2, Game Boy Advance and DS work too, in beta.
Before you start
Your computer: Linux, or Windows. Windows is supported but still marked unstable, and it runs inside its own small Linux through WSL 2. macOS is not supported.
Your agent: Claude Code, Codex, Antigravity CLI or opencode. Any model with an API key works too, including local models through Ollama or LM Studio.
The project status: the original creator stopped maintaining decomp.wtf in October 2026. The code stays open source under the MIT license, the last release (0.10.6) still installs, and anyone can fork it and keep building.
Step 1: Install it in one line
Linux
curl -fsSL https://decomp.wtf/install.sh | bashIf that address is blocked on your network, run the same installer from GitHub:
curl -fsSL https://raw.githubusercontent.com/i12bp8/decomp.wtf/main/site/public/install.sh | bashWindows (PowerShell)
irm https://decomp.wtf/install.ps1 | iexWindows asks once for permission to turn on WSL 2 and may want a restart. When the install finishes, decomp.wtf opens in your browser. From then on, start it any time by typing decomp in a terminal.
Step 2: Connect Claude Code and run the demo
Give your agent the decomp.wtf tools once:
decomp connectPrefer the Claude Code plugin? Run these two commands inside Claude Code. It adds a decompile skill.
/plugin marketplace add i12bp8/decomp.wtf
/plugin install decomp-wtf@decomp-wtfNo game at hand? The app ships with Demo Quest 64, a real N64 ROM built from public domain code. Open it from the home screen, add an agent and watch the function map turn green as the matches land.
Step 3: Take it from demo to a full game
When you are ready for a real game, ask your agent in your terminal:
decompile my game at ~/roms/game.z64It imports the game, opens the live view and gets to work. A few tips that save you time and money:
Start with GameCube, Wii or N64. Those are the most tested paths from a raw game to a full project you can port and mod.
Small functions are cheap. In the creator's own tests, one cost Claude Code about 8 cents. Big functions take many more attempts, so expect the easy part of a game to go fast and the rest to take real time.
Running a local model? Give it at least 16K tokens of context (in llama.cpp that is
-c 16384). Small models handle the small functions, the big ones need a strong model.Want to work as a team? Decompile Together lets a whole group work on one game, each person on their own computer with their own copy and their own agents.
Play it safe
Use your own copies of games, never share the code it produces, and read a community project's rules before you send anything upstream. Many of those projects do not accept AI made contributions, and the ones that do expect a person to stand behind every line.
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