by i12bp8
What The Function: your AI agent decompiles games you own into C that compiles to the exact same bytes. Runs locally.
Available after the catalog security scan passes.
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# Add to your Claude Code skills
git clone https://github.com/i12bp8/decomp.wtfGuides for using ai agents skills like decomp.wtf.
See how decomp.wtf compares with popular alternatives.
Point the AI agent you already use at a game you own. decomp.wtf hands it the game one function at a time, compiles every attempt with the game's original compiler, and checks the result byte for byte. Score 0, or it doesn't count. There are two ways in:
On GameCube and Wii the goal is what real decomps aim for: every file linked, so the game is built from its C and still comes out byte for byte. That's the starting point for a native PC port.
Everything runs on your computer. No account, no telemetry, nothing uploaded.
decomp.wtf runs on Linux and Windows.
Linux
curl -fsSL https://decomp.wtf/install.sh | bash
Windows (PowerShell)
irm https://decomp.wtf/install.ps1 | iex
macOS: coming later. I don't have a Mac to test on, and rather than ship something that half works, macOS support comes once it's been tested properly.
One line sets up everything: uv, the app, the period compilers (pinned and
checksum-verified) and the m2c draft decompiler. It then adds decomp.wtf to your apps and opens it in your
browser. After that, start it any time from your apps menu (the Start menu on Windows) or by typing decomp in a
terminal. Remove it any time with uv tool uninstall decompnet.
[!TIP] No ROM at hand? The app ships with Demo Quest 64, a real N64 ROM built from public-domain code and zlib. Open it from the home screen and watch your agent go.
Already living in Claude Code, Codex, Antigravity CLI or opencode? Give it decomp.wtf's tools once:
decomp connect
Then ask it, in your own terminal:
decompile my game at ~/roms/game.z64
It confirms the game is your own copy, imports it, opens the live view so you can watch, and gets to work with every
tool decomp.wtf has: the original compiler, the byte-for-byte judge, the autopilot, helper agents running in
parallel (start_agents) and the rebuildable export. Behind it is decomp mcp, an MCP server that starts the app
when needed; you can also add it yourself (claude mcp add decomp -- decomp mcp).
| Agent | Install it as a package instead |
|---|---|
| Claude Code | /plugin marketplace add i12bp8/decomp.wtf, then /plugin install decomp-wtf@decomp-wtf (adds a "decompile" skill) |
| Codex, Antigravity CLI, opencode | decomp connect codex, decomp connect antigravity, decomp connect opencode |
The assembly decomp.wtf takes from the ROM:
800007D0 slt $v0, $a0, $a1
800007D4 bnez $v0, .L800007EC
800007D8 addu $v0, $a1, $zero
800007DC addu $v0, $a2, $zero
800007E0 slt $v1, $v0, $a0
800007E4 beql $v1, $zero, .L800007EC
800007E8 addu $v0, $a0, $zero
.L800007EC:
800007EC jr $ra
800007F0 nop
The C an agent wrote, which compiles to exactly those bytes with KMC GCC 2.7.2 at -O2:
s32 clamp_s32(s32 v, s32 lo, s32 hi) {
if (v < lo) {
return lo;
}
if (v > hi) {
return hi;
}
return v;
}
Most games people decompile already have a community project with its build set up and part of the code done. decomp.wtf plugs your agents into them as they are:
decomp-wtf branch.decomp-wtf, ready for you to review and, if the project welcomes it, send
upstream. Nothing is sent anywhere by itself.Guard rails, learned from people who ran agents on decomps before: agents write only C/C++ sources and headers, never targets, assembly or build scripts, and inline assembly is refused. A change that breaks any function that already matched is undone. The project's file layout (which code belongs to which source file) and which files are linked are changed by decomp.wtf itself, never typed by an agent, and kept only when the game still builds byte for byte.
A function at 100% is matched. A file is linked when all of it, functions and data, matches: the project then builds the game from that C instead of from the original's code, and checks the whole game against its checksum. That's decomp.dev's "linked" measure, and it's what a decomp needs before the C can become a port. For GameCube and Wii projects (dtk-template) decomp.wtf takes care of the steps between:
split_file divides one where the game's original files divided.const, a static that belongs inside a
function). file_status shows it any time.| Feature | What you get |
|---|---|
| Live view | A map of every function in the game, each agent's tool calls, scores falling to zero, all in real time. |
| Autopilot | Every function's machine draft goes through the judge first: whatever already matches costs no agent time (a fifth of the demo games in seconds). |
| Your agent, your terminal | decomp connect, then ask Claude Code, Codex or Antigravity CLI to decompile your game: it imports, opens the live view and works. |
| Edit it yourself | Every function has an editor: write C, press Ctrl+Enter, see the judge's diff. You count as an agent. |
| Byte-for-byte check | Candidates are linked at the real address, so calls, globals, strings and jump tables are verified too. |
| Any agent | Clau |
decomp.wtf is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by i12bp8. What The Function: your AI agent decompiles games you own into C that compiles to the exact same bytes. Runs locally. It has 104 GitHub stars.
decomp.wtf's catalog security scan is still queued. You can run an instant dependency and prompt-injection check now with the "Scan for vulnerabilities" button above.
Clone the repository with "git clone https://github.com/i12bp8/decomp.wtf" and add it to your Claude Code skills directory (see the Installation section above).
decomp.wtf is primarily written in Python. It is open-source under i12bp8 on GitHub, so you can review or fork the full source.
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