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PROJECT NEWS · JUNE 2026

THE DECODE: THE ENTIRE ORIGINAL GAME, REVERSE-ENGINEERED IN ONE DAY

As part of building the remaster, we pointed Anthropic's brand-new Fable 5 AI model at the original 1990 executable — MIDWINTR.EXE — and asked it to reverse-engineer the codebase. In one overnight run it mapped and documented all 602 reachable functions, reconstructed the behavior of the major systems — terrain generation, enemy AI, vehicle physics, the win/lose logic, the file formats, the sound system — and we reimplemented the key algorithms to verify them. Work that had taken six months of piecemeal effort with earlier AI models, finished while we slept.

To be precise about what this is: comprehensive reverse-engineering and behavioral reconstruction, plus working algorithm replicas and asset extraction — not a clean recompilable decompile. For a remaster into a new engine you reimplement behavior rather than recompile old source, so the verified behavioral specs are the useful artifact. Everything is open for you to check.

In-game map next to the Python replica of the decoded terrain generator
The original game's map (left, running in DOSBox) vs. our Python re-implementation of the decoded terrain algorithm (right). The full-island generator cross-validates against the real game.
The 32 Midwinter character portraits extracted from the game's EGA CMP sprite files
All 32 character portraits, extracted from the game's EFACES.CMP by reverse-engineering the sprite codec (a nibble-RLE decompressor) out of the disassembly, in the original EGA 16-colour palette. Real assets pulled straight from the binary.

WHAT WAS RECOVERED

WHY IT MATTERS FOR THE REMASTER

Until now, remastering meant playing the original, taking notes, and guessing at the rules underneath. Now the remaster builds against ground truth: when our Unreal Engine 5 version implements skiing, enemy movement, or terrain, it can match the original's actual algorithms — and where we deliberately modernize, we know exactly what we're changing.

THE STORY, IN 100 SECONDS

THE ANALYSIS IS OPEN SOURCE

The complete decode — system documentation, the 602-function ledger with evidence citations, the analysis tools, and the bit-exact Python replicas — is published as a free, MIT-licensed repository. (It contains our analysis of the game, not the game itself — no copyrighted material.)

VIEW THE DECODE ON GITHUB JOIN THE DISCORD PLAY THE TECH DEMO

Honesty note: most of the ledger is verified statically against the binary's disassembly; the strongest results (terrain, trees, map colors) are additionally runtime-verified by bit-exact comparison against the running game. About 20 low-confidence items remain flagged for runtime testing — corrections welcome via GitHub. Midwinter was created by Mike Singleton (1989). This is an unaffiliated fan project for preservation and study.