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On AI, and the decomp scene ​

The Verge recently asked whether AI is tearing retro game preservation apart. Part of the answer is yes, and the people saying so are right. A port nobody understands is not preservation. A fork that "finishes" someone else's decompilation with an agent and takes the credit is not preservation either. The community that tracked decomp projects closing its doors over exactly that should worry everyone who cares about old games.

We use coding agents heavily. Sheep took about 29 hours of agent time, Oni six days. Those are the spans of the commit histories — the human time spent choosing the game, steering the work, reviewing it and playing it is not in them. Either way, it is fast, so we owe an account of how we try to do it properly.

Mixed feelings ​

We all have mixed feelings about AI. Some say it is stealing: the models were trained on other people's work, often without their consent. That is true. No doubt about it. And yet — it is here, and it makes things that were not possible, possible. For us it is hard to stand on one side of the barricade.

It is a powerful tool, and we use it to do the best we can with it, technically and morally.

Often someone's best skill is having great ideas, and AI lets them bring those ideas to life. Jobs needed Wozniak; Wozniak needed Jobs.

Would it be better if ten people worked on something for a year, rather than one person equipped with agents for a month? Maybe. Maybe not.

Understanding is the product ​

The point of taking a game apart is to learn how it works, and to write that down. Every ported function cites its address in the original program. Every function name is recorded with how confident we are in it. Every file format is documented from the program's own reader, with what is confirmed and what is inferred. Commit messages name the original function and say what went wrong. The guides and agent skills on this site exist so that the next person — or the next agent — learns why, not just what. And every port ends with a theory of operation — a document that explains how the game was designed and how it works, from the frame loop to the AI and the missions, for anyone who wants to learn how to build such a game. The first is How Oni works. If an agent wrote it and nobody can explain it, it is not done.

Credit where it is due ​

We build from the original programs, never by forking someone else's decompilation. But we do lean on what communities have published over the years — format wikis, modding documentation, other builds of a game that carry its function names, reference decoders — and every game page lists those sources under "Standing on shoulders". If you find a gap in our credits, tell us and we will fix it.

"It runs" is not "it is faithful" ​

Every port is verified with deterministic hashes of its video and audio, identical on every platform. Three of them go further and run the original program's own machine code side by side with the port, comparing results word for word. And every project's status page says plainly what has not been compared with the original yet — Sheep has not been played through end to end; Oni reaches its last level only with the game's own cheats on.

Neighbours first ​

If a game already has a community working on it, we would rather help than race. Before we start, we look for existing projects; if one is active, we get in touch and offer what we have — format findings, tools, tests — instead of starting a competing port.

Is it a losing battle? ​

We don't think so. Faster tools can produce slop, or they can produce more documentation, more checks and more games kept alive. Which one you get is a choice, and these are ours.

ENCORE ships no game code or data — bring your own copy. All games are trademarks of their respective owners; ENCORE is not affiliated with them. Each project is GPL-3.0 and runs on gasm.