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be negative, no problem - the goal is different - we are foremost developers that like the challenge to get the game back into its source state - its interesting to see on an algorithmic level how the devs got it working at that time with all this hardcore constrains (It's like the joy of an archaeologist unearthing an old wooden tool.) - for many developers gaming was the startpoint of interest in software development, and reversing is the gold-class, all your life long expirience needs to be on point to be able to reach such a goal, maybe hard to understand for non-developers - and only a few people on the world are able to do that (even with LLMs) and developers praise these ones :)


Playable DOS version available

First step was the full reverse to assembler, second step is to convert the assembler to binary equal compiled C code, all this still on DOS until no assembler code is left, then the porting to Linux,Windows will start

Reversing tends to bring in new bugs and its not easy to find all bugs in such old and reversed code - but so far everything seems to work

try finding open bugs if you got version 451.03 of F-15 around combined with Dosbox or a real DOS

find latest DOS release here: https://github.com/neuviemeporte/f15se2-re/releases

the f15_se2-*.zip file contains the replacement executables for the DOS game

The airforce needs YOU!


Nice work!

I’m not sure you should beat yourself up too much for a Linix* port, emulators are so well supported and ubiquitous, if it works there (not everything does), call it a win!

I use Lutris (https://lutris.net/) for its ease of use.

I can see your a “low level mahn” and this may be more of a quest for you than playing a cool retro game.

Any which way, GREAT WORK!!!!


its mostly the combined work of AJenbo, neuviemeporte and others - my part is very small, fixing some compilation problems with newer compilers and spreading the news

C source needs to get compiled on every platform reachable - that is a must :)


USAF veteran here. I grew up on F-15 Strike Eagle II, and unfortunately my copy has long since degraded. I am elated to see this project.

I do have one teeny, tiny, personal pedantic grumble that is sure to bring other the branches out of the woodwork to point out how much I love chairs.

Air Force. Two words. Thanks.


Fixed (might need a Shift-Ctrl-R reload). Apologies, English is not my first language.


No worries, in some languages it is indeed one word - like Luftwaffe.

I've seen many native English speakers routinely bang out "airforce", so it's not just an ESL thing.


You spelled chair force wrong!


Dumb question, but if parts of the game are written in asm, can you create C code that produces a binary equivalent when compiled?


no thats nearly impossible


I'm currently reverse engineering a few games too. It's quite easy with AI now. But I'm worried about the legality of it all. Any thoughts on this?


Worry about it when you get a C&D.


Images, music, video, and text would all be under copyright, while characters and logos may be registered trademarks.


Oh yes, of course. I was talking about reverse engineering the code only. Requiring the official assets is a no-brainer.


Largely it is legal, but it's complicated. https://www.eff.org/issues/coders/reverse-engineering-faq


Many of the games have bo copyright owners any longer. They are literally abandoned.



Somehow I’m not that concerned. I haven’t heard of any company but Nintendo trying to assert rights to 1980s game IP, and that’s because they’re still selling those literal ROMs as part of a subscription service.

Would I port such a game and then sell it? No, because that kind of puts a target on your back. Keeping it open source and also noncommercial, I don’t think it’s ever gonna matter.

(Obligatory I’m not a lawyer disclaimer - this is a vibes based comment not legal advice. Obviously copyright is nearly infinite, in theory)


It's not because they're selling ROMs, that only accounts for a small fraction of their back library.

It's because they're assholes.


No argument on the latter, but I feel like they also have a 'practical' concern that if they very openly ignored 8-bit and 16-bit 'piracy,' it's conceivable that devices like the Anbernic and Powkiddy ones (that already exist in our timeline) would get sold more in the open and be even easier to get started with. Maybe some parents (say, millennials who want our kids to learn the kind of gaming we grew up on) would rather buy those than a $349 Switch with the $10/month subscription they sell to the selection of 80s and 90s games in Switch Online.

In our timeline of course, those are already easy to get, but those companies cater to the kinds of nerds who flash a new OS to SD cards and download collections of ROMs.

Now, do I think Nintendo actually makes that much money on Switch Online from people who (A) are only there for the retro games and (B) would jump on some "more mainstream" and easier version of retro piracy handheld? Mehhhhhh not really. But someone probably espouses that viewpoint at Nintendo HQ.


Many of their franchises date back to that era and are incredibly valuable. It's like Disney caring about Steamboat Willey all those years.


You could do “clean room engineering” approach where the reversing agent generates a specification from its findings, and then have a separate agent reimplement the code without seeing the original binaries/code.

You’d just have to make sure the specification doesn’t include actual source snippets (the AI will try this if you don’t specify). Pseudo code would be sufficient I guess where necessary.


Unless you develop your AI agent from scratch or you clone a never-released game, it would be extremely easy for the rightholders to claim that both agents have most certainly ingested the binary during their training phase, since it's well known that the hyperscalers have pirated everything that could be pirated to train their LLMs. Which is why malus.sh is a parody, not a real service.

One should be honest about what one builds. The F-15 project does that: the aim is the reconstruction of the original game, down to the opcodes; on the other hands it requires the user to provide the original game assets.


> it would be extremely easy for the rightholders to claim that both agents have most certainly ingested the binary during their training phase

Ingested the binary?


Reality would disagree. If the models are large enough few legal consequences are to be expected because governments don’t want to lose out on AI investments. And in the US the industry owns the executive, legislative and well, thoughts and prayers.

This creates an interesting problem via the normative power of the present - only people willing to accept the erosion of copyright can partake in the AI economy and since the AI economy has become essentially all growth, money and power rapidly concentrates on these people.

There won’t be a legal reckoning because the regulatory capture is complete - these models are “national security level” too big to fail now.


> ingested the binary during their training phase

That's extremely unlikely. The pirating seems to have been of eBooks, which were first converted to text, losing graphics and such too.

That's my understanding anyway, from reading a few reports. :)


Just no, this isn't a thing at all.


If they try to claim that then they need proof, right? Good luck getting that.


Yeah, that approach makes the most sense.


Tools: IDA Pro 5 (Freeware) is the last Freeware version able to handle DOS executeables (official available by the ScummVM devs https://www.scummvm.org/news/20180331/) - IDA Pro still supports DOS-stuff with latest release - but not the freeware

or Ghidra - but the DOS/16bit support is sometimes lacky - but the decompiler is builtin

here is a list of articles to read: https://forum.stunts.hu/index.php?topic=4287.0


the developer 'Wilczek' is posting the progress on his Railroad Tycoon reversing in this Vogons-Thread


This is such a shit AI comment, what's it even for? Trying to create some lame puppet accounts?


that is the inital post to explain what the link referes to...


Thank you. I appreciate the post. I'm about to dive into the 1987 Elite PC version so this is actually really helpful.


the developer Alberto Marnetto is responsible for creating this crazy mod extending the sight of view in Stunts making it look like a different game

Blog: https://marnetto.net/2026/01/27/camel

Youtube: https://www.youtube.com/watch?v=AF3stJfcK8A

Forum-Announcement: https://forum.stunts.hu/index.php?topic=4404.msg100046#msg10...

former SuperSight Blogs:

Part 1: https://marnetto.net/2025/02/20/broderbund-stunts-1.html

Part 2: https://marnetto.net/2025/08/08/broderbund-stunts-2.html

Part 3: https://marnetto.net/2025/08/13/broderbund-stunts-3.html


this Rust demo also uses PTX directly

  During the build, build.rs uses rustc_codegen_nvvm to compile the GPU kernel to PTX.
  The resulting PTX is embedded into the CPU binary as static data.
  The host code is compiled normally.


To be more technically correct, we compile to NVVM IR and then use NVIDIA's NVVM to convert it to PTX.


That’s not really the same thing; it compiles through PTX rather than using inline assembly.


FYI, you can drop down into ptx if need be:

https://github.com/Rust-GPU/Rust-CUDA/blob/aa7e61512788cc702...


not using a union: https://ojdip.net/2013/10/implementing-a-variant-type-in-cpp... because the union can't be extended with variadic template types


Actually, it does use a union, in both libstdc++ [0] and libc++ [1]. (Underneath a lengthy stack of base classes, since it wouldn't be C++ if it weren't painful to match the specified semantics.)

[0] https://gcc.gnu.org/git/?p=gcc.git;a=blob;f=libstdc%2B%2B-v3...

[1] https://github.com/llvm/llvm-project/blob/llvmorg-20.1.3/lib...


So instead it has a buffer large enough to hold all the types? That’s what union does.

Still waiting to hear the security concerns.


the .Net environment strongly depends on the runtime-ability of all .Net Languages - its feel like AOT (ahead-of-time/finaly compiled) but its not, so Rust woulnd fit good


It does now, yes.

This is a hypothetical that only looks at what .NET but in Rust would look like, ecosystem aside


rustc is written in Rust - for many years, start based on OCaml


so Spice86 helps in translating realmode 16bit DOS code into similar assembler looking like C# code - which got the exact same semantic and behavior but its pure C# - you can then use the normal Visual Studio debugger/IDE to port or extend the code - that is a huge benefit over beeing trapped using >30 years old DOS debuggers, compilers and IDEs for this already very hard work

its to ease the process of rewriting assembler code into high level code by having a highlevel-assembler-code in between

Spice86 is not intended for Binary exact reversing, like with https://www.scottsmitelli.com/projects/cosmore/ or Duke Nukem, ZZT or F15 Eeagle reversing project - these are using the same compiler and try to replicate every byte of the original exe - to prevent any reversing bugs at first - but this is the hardest form of reversing and takes easily years of hard work


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