Real game-code proofs and the first modernization experiments

The early recompilation work moved beyond authored examples into a small real MW3 function and a bounded game subsystem. Alongside that work, local texture, material, effects, and video experiments began exploring what optional modernization might look like.

Recompilation progress

  • Compared a real integer helper with native x64 translations across 16,609 directed and randomized cases, with no mismatches in the stated domain.
  • Completed the bounded CPU and calling-convention validation milestone, including floating-point state, direct calls, shared data, and explicit handling of unsupported paths.
  • Accepted an offline subsystem consisting of a buffer-state setter and its complete strided-copy consumer, checked against original behavior.

These were bounded component proofs. They did not establish a native menu, complete game startup, or playable native Training.

Local visual research

The texture decoder and archive inventory supported the first selected texture batches. The user reviewed AI-assisted artwork, followed by material-map and animated dust, smoke, fire, and impact pilots. Local records also identified complete effects sequences and disc-video candidates for further work.

These previews explored appearance, transparency, and packaging. A promising image or decoded archive did not establish integration into every game scene, and material maps still needed renderer support.

What came next

The runtime needed connected startup services and larger behavior comparisons. Visual experiments needed source-aware packaging, in-game checks, and clear separation from publicly distributable project code.

The source repository is currently private; GitHub links require collaborator access.