SavePoint

REA, an open-source tool that uses AI agents for reverse engineering, has already rebuilt code from DX-Ball and Touhou

REA connects AI agents to tools like Ghidra and Hopper for reverse engineering and has rebuilt code from DX-Ball and Touhou 4; here is the debate.

Listen to this story · 2 min
REA analisando um binário nativo no Hopper, com código em assembly e painel de informações
Image: REA

This article contains affiliate links: if you buy through them, SavePoint may earn a commission at no extra cost to you. It doesn’t change what we write.

Reverse engineering is the work of understanding how a program works without its source code. It underpins almost everything game preservation does today, from decompilations that became native PC versions to studies of old games. Now an open-source tool wants to put artificial intelligence agents on the job: REA, short for Reverse Engineer Anything.

What REA is

Created in April 2026 and released under the MIT license, the project has passed 360,000 stars on GitHub. It connects AI coding assistants such as Claude Code, Codex, Cursor and Gemini CLI to analysis tools through MCP, a standard for linking agents to other programs. For native binaries, REA uses tools researchers already know, such as Ghidra, Hopper or IDA. It also analyzes JavaScript and Electron apps, .NET programs, Android apps, game files made in Unity and Godot and even old DOS code. Analysis runs on the user’s own computer, and each conclusion comes with the evidence and limitations behind it.

What it has done with games

Two case studies published by the project touch the gaming world directly. In the classic DX-Ball, REA followed a sound call into the function that calculates audio panning and rebuilt the code in C: the result passes 3,205 tests against the original x86 and reproduces all 63 bytes of the compiled function. In Touhou 4, on PC-98, the tool recovered the bullet-ring calculation from 16-bit instructions and compared the reconstruction with what the era’s compiler produced.

Why it matters for preservation

Decompiling a game by hand takes years, as projects we started covering in the Fans vs. official releases series show. Tools like REA could speed up the work of understanding and documenting code. But the topic divides the community: the Zelda 64: Recompiled team, for example, bans any use of generative AI in its project, and much of the industry still resists the technology.

REA itself states it is meant for lawful research, education, interoperability, software preservation and analysis of software you own or are authorized to examine. Using the tool does not make legal what is not: copying and distributing games is still piracy. At SavePoint, we will use the project’s explanations and studies as a source when describing how reverse engineering works.

Source: REA (official GitHub repository and rea.tools).

Enjoyed it? Support preservation at SavePoint

Support SavePoint via LivePix (QR code)

Get SavePoint news in your inbox.

Almost done: confirm with the link we sent to your email.

Join the SavePoint community

News as soon as it’s out, daily roundups and gaming chat on Discord, Telegram and WhatsApp.

Founder and editor in chief

Xavier has been gaming since 1992 and never stopped. Born in 1988, he grew up with a controller in hand: he has watched industry giants rise and fall and crossed countless worlds over more than three decades of play. Founder of SavePoint, he writes about releases, reviews and everything that moves the games industry.

Read also

Comments (0)

CommentDiscussion on the OverWrite forum, with your SavePoint account