# AI use cases for Decomp WTF (i12bp8/decomp.wtf)

Repo: [i12bp8/decomp.wtf](https://github.com/i12bp8/decomp.wtf) | Use cases: 4 | Page: https://dedupedai.com/use-cases/i12bp8-decomp-wtf/

decomp.wtf is a discontinued, MIT-licensed Python app that lets an AI agent decompile games you own into C source, checking each function byte for byte against the original ROM or disc, running locally.

This file holds every use case of this repo. Each one starts with a "## " heading and ends with its URL.

- Decompile your own N64 game with an AI agent: https://dedupedai.com/use-cases/i12bp8-decomp-wtf/decompile-own-n64-game-with-agent/
- Continue a community decomp using your own game copy: https://dedupedai.com/use-cases/i12bp8-decomp-wtf/continue-public-decomp-with-agents/
- Build a GameCube or Wii game from its own C source: https://dedupedai.com/use-cases/i12bp8-decomp-wtf/link-gamecube-wii-game-to-c-source/
- Write one function in C and check it against the ROM: https://dedupedai.com/use-cases/i12bp8-decomp-wtf/hand-write-and-check-function-c/

## How to decompile your own N64 game with an AI agent with Decomp WTF

Repo: [i12bp8/decomp.wtf](https://github.com/i12bp8/decomp.wtf) | Difficulty: Intermediate | Time: 1 hour | Basis: From the README

Point your agent at a ROM you own and get C functions that compile to the same bytes.

**Who it is for:** A retro game owner who wants to read the code of an N64 game they already bought, and who already uses Claude Code, Codex or another supported agent.

**The problem:** Reading raw MIPS assembly for every function of a game by hand takes months, and a guessed C version is hard to check against the original.

**The outcome:** A project of C source for the game, where each function that was attempted either matches the ROM byte for byte or scores zero and is not counted.

### Steps

1. Run `curl -fsSL https://decomp.wtf/install.sh | bash` on Linux, or `irm https://decomp.wtf/install.ps1 | iex` in PowerShell on Windows.
2. Run `decomp connect` to give your agent Decomp WTF's tools.
3. Ask your agent in the terminal: decompile my game at ~/roms/game.z64 (use your own file path).
4. Open the live view that the agent launches and watch functions move from attempts to matches.
5. Export the rebuildable project once enough functions match, and keep the source to your own use.

### Prompt to paste into your agent

```text
Using the decomp.wtf repo (i12bp8/decomp.wtf), import the N64 ROM at <path-to-your-rom> that I own, then run the agents until the live view shows matched functions. Report the number of functions matched and the number still open. Verify that every reported match is byte for byte against the ROM, and that no target assembly or build script was edited.
```

### Caveat

The project is discontinued and archived, so the author will not fix issues or release updates, and the last version is 0.10.6.

Risk, reverse engineering: The output is decompiled C of a copyrighted game, so keep it to your own use and do not share the generated code, as the README asks.

Dual-use notice: only use this on software, sites and systems you own or are authorized to test.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/i12bp8-decomp-wtf/decompile-own-n64-game-with-agent/

## How to continue a community decomp using your own game copy with Decomp WTF

Repo: [i12bp8/decomp.wtf](https://github.com/i12bp8/decomp.wtf) | Difficulty: Advanced | Time: 2 hours | Basis: From the README

Fork a decomp.dev project and let agents match more functions, committed to git for review.

**Who it is for:** A decompilation contributor who wants to speed up an existing community project for a game they own.

**The problem:** Public decomp projects have many unmatched functions, and manually working through them is slow.

**The outcome:** A local decomp-wtf branch with one git commit per match, ready for the contributor to review and optionally send upstream.

### Steps

1. Install Decomp WTF with `curl -fsSL https://decomp.wtf/install.sh | bash` on Linux, or use the Windows installer on Windows.
2. In the app, browse the decomp.dev catalog and fork the project you want, which is cloned to a local decomp-wtf branch.
3. Add your own copy of the game so the project's own setup can run.
4. Add agents, then review each match, which appears as a git commit on decomp-wtf.
5. Only send changes upstream if the project welcomes AI-made contributions, since nothing is sent automatically.

### Prompt to paste into your agent

```text
Using the decomp.wtf repo (i12bp8/decomp.wtf), fork the decomp.dev project <project-name> and add my own copy of the game at <path-to-game>. Run the agents and report how many functions were matched as git commits on the decomp-wtf branch. Verify that each commit only changes C or C++ sources and headers, and that no matched function broke.
```

### Caveat

The README warns that many decomp projects do not want AI-made contributions, and the project itself is archived with no further fixes.

Risk, reverse engineering: The contributions are reverse engineered from a game, so only work on games you own and check the target project's rules on AI-made code before sending anything upstream.

Dual-use notice: only use this on software, sites and systems you own or are authorized to test.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/i12bp8-decomp-wtf/continue-public-decomp-with-agents/

## How to build a GameCube or Wii game from its own C source with Decomp WTF

Repo: [i12bp8/decomp.wtf](https://github.com/i12bp8/decomp.wtf) | Difficulty: Advanced | Time: 3 hours | Basis: From the README

Drive files toward linked status so the game rebuilds from C and matches its checksum.

**Who it is for:** A preservation hobbyist or port researcher with a GameCube or Wii game they own, aiming for a rebuildable base for a native PC port.

**The problem:** A decomp is only useful for porting once every file is linked, and getting there means matching functions and data across the whole game.

**The outcome:** Source files that link into the game as they match, with % linked shown next to % matched, and a build that passes the game's checksum.

### Steps

1. Install Decomp WTF on Linux, or on Windows through WSL 2, using the installer for your system.
2. Add your GameCube or Wii game as a disc image or program file and let Decomp WTF find its functions.
3. Use the app's ability to give every function a source file, and divide files where the original divided them.
4. Add agents and watch files reach Matching status, then link once their functions and data match.
5. Check % linked in the app and confirm the game still builds byte for byte.

### Prompt to paste into your agent

```text
Using the decomp.wtf repo (i12bp8/decomp.wtf), import the GameCube or Wii image at <path-to-game-image> that I own and work toward linked files. Report the count of linked files and the % linked figure. Verify that a file is only kept as linked when the full game still passes its checksum.
```

### Caveat

The README calls GameCube, Wii and N64 the recommended platforms and the other platforms beta, and the project is discontinued with no fixes planned.

Risk, reverse engineering: Linked source reproduces a copyrighted game, so keep it private to your own copy and do not distribute the code or the built game.

Dual-use notice: only use this on software, sites and systems you own or are authorized to test.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/i12bp8-decomp-wtf/link-gamecube-wii-game-to-c-source/

## How to write one function in C and check it against the ROM with Decomp WTF

Repo: [i12bp8/decomp.wtf](https://github.com/i12bp8/decomp.wtf) | Difficulty: Intermediate | Time: 30 minutes | Basis: From the README

Edit a function in the app, press Ctrl+Enter, and see the judge's diff against the original.

**Who it is for:** A developer learning decompilation who wants to try writing matching C by hand before letting agents run.

**The problem:** It is hard to know whether a hand-written C function really compiles to the original bytes without a checker.

**The outcome:** A function whose C either matches byte for byte or shows an instruction diff explaining what differs.

### Steps

1. Install Decomp WTF with `curl -fsSL https://decomp.wtf/install.sh | bash` on Linux, then open the app.
2. Import a game you own, such as the bundled Demo Quest 64 ROM for a first try.
3. Open a function in the editor and write C for it.
4. Press Ctrl+Enter to compile and read the judge's instruction diff.
5. Adjust the C until the function scores 100 and is marked matched.

### Prompt to paste into your agent

```text
Using the decomp.wtf repo (i12bp8/decomp.wtf), open the bundled Demo Quest 64 ROM and write C for one function of your choice in the editor. Report the score the judge gives and the instruction diff, if any. Verify that the function only counts as matched when the score is 100 and the bytes are identical.
```

### Caveat

The app ships with Demo Quest 64, a ROM built from public-domain code and zlib, which is the safest first target before you use a game you own.

Dual-use notice: only use this on software, sites and systems you own or are authorized to test.

Disclaimer: Third-party repos we don't own or vouch for. AI-generated use cases can be wrong: review everything and run at your own risk. Full text: https://dedupedai.com/disclaimer/

URL: https://dedupedai.com/use-cases/i12bp8-decomp-wtf/hand-write-and-check-function-c/
