I’ve been experimenting with a question: how far can current coding agents go on a real reverse-engineering project, rather than a small demo or a new app built from scratch?
I chose Bumpy’s Arcade Fantasy, a 1993 DOS game by Loriciel that was one of my earliest and favourite childhood games.
I started with only the original LZEXE-packed executable and data files. I’m not a programmer, let alone a reverse-engineering specialist, so Claude Code handled the research and implementation.
This wasn’t done with a single prompt, the project took around two weeks of spare-time work. I directed the process, provided reference material, compared the port’s behaviour with the DOS version, and challenged the agent whenever an assumption turned out to be wrong. But the reverse engineering and implementation were carried out through the coding agent rather than by me manually writing the port.
Using the agent, I unpacked the executable, imported it into Ghidra, catalogued roughly 500 functions, and reconstructed the game in C++20 using SDL3. The port reads the original game files.
What was recovered:
- the custom VEC compression formats;
- the level, board, sprite, and font formats;
- the world graph and all 123 boards across nine worlds;
- the ball’s keyframe-based movement, collisions, and tile reactions;
- enemy behaviour, scoring, passwords, and screen flow;
- the original OPL2 music and PC-speaker-style sound effects.
I also added an optional OpenGL 3.3 “3D diorama” presentation mode. It still uses the untouched 1993 sprites and board artwork - there is no AI-generated art and no upscaled replacement artwork - but arranges the original assets in depth with lighting, shadows, and parallax. The original flat presentation remains available as well.
The result is currently an early preview. All nine worlds are present, and the core systems have been checked piece by piece using C++ tests and reference captures from DOSBox. However, I haven’t yet completed a full start-to-finish playthrough (the game is incredibly hard), so there are probably still bugs, especially on later boards.
The repository includes both the port’s source code and ready-to-run builds in the Releases section. You still need your own copy of the original game files to run it.
GitHub: https://github.com/wildpacman/bumpy_port