Developer Maurice Hoieman released the project report on October 9: his team spent three months and consumed over 50 billion tokens of computing power, using AI agents to decompile the 2009 game "Call of Duty: Modern Warfare 2" and rebuild it into C++ source code. This team was led by Hoieman, with contributions from community members such as RektInator, Future, and st0rm.

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Initially, the team ran agents in parallel in two command-line systems, Claude Code and Codex. The models covered Sonnet 5, Opus 5.5, Luna, Sol, and Terra. Tasks were assigned via GitHub Issues, and progress was synchronized on Discord. In the first month, only four agents were set up, with three dedicated to disassembling and submitting, and one responsible for review. Although the game could start, display the menu, and load maps, and about 80% of the functions were processed, the generated code was only "readable," with semantic errors remaining in function signatures, types, and even logic.

Byte-by-byte comparison, achieving high precision

The real breakthrough came with a "byte-by-byte matching" verification: rebuilding the target files with the original compiler and comparing each function byte by byte with the corresponding ones in the original EXE and PDB. Functions that passed were marked as PASS, while those that failed were sent back for revisions. To prevent agents from taking shortcuts, the team disabled inline assembly and bare functions. They also used CI comparison scripts with hashes. In the later stages, 14 Luna and 2 Opus 5.5 agents submitted PRs independently. In the end, 99% of the game's functions were included in the reconstructed code, with 83% matching the original byte by byte. Hoieman stated that the code would not be made public and would be kept private.