Reverse-engineer a 1997 PC game and make it run on modern hardware
Claude Code got an old DirectX game running on modern hardware, decompiled much of it, built a headless parallel runner, and now writes full level guides with screenshots.
A Cursor plugin and subagent lets an agent capture screenshots and click through UI flows of a Godot 4 game like a player.
A Cursor plugin and subagent lets an agent capture screenshots and click through UI flows of a Godot 4 game like a player.
You install a Godot plugin, skills, a command and a subagent. The caller gives the studio-playtester subagent a slice with criteria, a scene and an action. The agent inspects the scene's unique node names and InputMap, writes a JSON flow under res://agent/, and runs it through the plugin's CLI. Button presses go in as mapped input actions, and screenshots land in out/.
Each run ends in AGENT_OK or AGENT_FAIL, and the agent reports PASS/FAIL. A script error or unmapped input counts as a failure. The source gives no measured results beyond a boot-to-race demo.
Capture and flow runs need a real game window. If the debug scene is missing, the agent returns NEED_SETUP and stops, and it won't build one.
Set up an agent that can launch my Godot 4 game, take screenshots, and click through the main UI flows like a player would. Have it report any broken buttons, dead ends, or visual glitches it finds.
Claude Code got an old DirectX game running on modern hardware, decompiled much of it, built a headless parallel runner, and now writes full level guides with screenshots.
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