nahid delić
I write Go for a living and make films the rest of the time: backend systems and databases, then directing, shooting and color grading for my studio.
Your AI agent decompiles a game you own, and the game's own compiler checks every function, byte for byte.
Matching decompilation turns a game back into source code that compiles to exactly the same machine code as the original. The Super Mario 64 and Ocarina of Time projects were done this way by hand, one function at a time, over years.
decompdecomp gives that loop to the agent you already use: Claude Code, Codex, opencode or any MCP client. The agent writes C, the game's original compiler builds it, and the result is compared with the game. Identical bytes are a match, and that function's square on the map turns green. At the end it exports a project that rebuilds your game exactly, which is where ports and mods start.
Best on GameCube, Wii and Nintendo 64; PlayStation, PS2, GBA, DS and PC are in beta. Runs on Linux, and on Windows through WSL. It continues decomp.wtf by Sam Wolfs. It ships no game code: you bring your own copy.
code
Backend systems in Go, PHP and SQL: services, APIs and the databases under them. Front ends in Astro, Tailwind and plain JavaScript.
frames
Directing, shooting and color grading for Kreativa Studio, my production studio. I edit in DaVinci Resolve Studio, build motion and VFX in After Effects and develop photos in Lightroom Classic.
write to me
Work, a film, a backend, or a question about decompdecomp.
nahid@ndelic.com