Inspect the original
Pin the build. Read the formats. Run the program. When only a binary exists, use REA to recover evidence.
survey → reference.lockPort games and apps to Rust with an agent that starts from the original. Real content. Small playable slices. Measured compatibility.
OPEN SOURCE / APACHE-2.0 / SIX AGENT HOSTS / EVIDENCE WORKBENCH
Codex
Claude Code
OpenCode
Pi
DSH
Hermes
Keep the original as the reference. Rebuild one observable piece at a time.
Pin the build. Read the formats. Run the program. When only a binary exists, use REA to recover evidence.
survey → reference.lockLoad an original map, execute a vehicle script, or round-trip a save. Connect the actual runtime early.
content → core → frameFeed the same inputs to both sides. Compare state, files and frames. Keep unknowns in the ledger.
original ↔ Rust → diffCapture original outputs, port a headless core, then bring up the platform and renderer.
Original maps, formats, scripts and saves. A workflow for projects in the style of Horizon and openOMSI.
Resume the compatibility ledger. Reproduce the next gap and fix the path the player actually runs.
Choose a host for its install command and invocation. The installer keeps scripts, templates and instructions together.
One shared skill, native invocation for your host. Use --dry-run to inspect the installation before writing files.
An opt-in toolkit for version-locked original builds, function mapping and first-divergence trace comparison.
SHA-256 identity without launching the original.
Research status, Rust location, runtime wiring and stale evidence checks.
Explicit opt-in dual execution and strict JSONL trace differences.
Measured trace parity is not complete-game parity. The dual-runner is not a security sandbox.
Headless Ghidra recovery, optional CPU emulation and seeded original-vs-Rust differential probes.
Function addresses, call graph and reproducible executable hashes.
Bounded x86-64 slices with no host runtime or OS loader.
Seeded JSON harnesses and smaller replayable failures.
Opt-in tools. Optional dependencies. Static analysis is not gameplay observation.
These are actual integration experiments. Passing one small case never proves a whole engine.
Interactive end-to-end behavior has been tested in Codex. Installation layouts for all six hosts are covered; all six interactive clients and whole-engine reconstruction are not verified.
“Never claim parity
you haven't measured.”
Read the instructions. Inspect the examples.
Bring a program worth rebuilding.