0xreversed/with.ai
Games and modsWorksSource available
Target: Deadly Premonition (Xbox 360, 2010)

Recompiled Deadly Premonition (Xbox 360) for Windows, with Claude Code writing most code

Deadly Premonition (Xbox 360, 2010): An Xbox 360 cult classic on PC, with humans and Claude Code.
Image: GitHub (LittleBitUA/DPRecomp)

What was done

The Little Bit team used Claude Code and the ReXGlue SDK to make a native Deadly Premonition port with 60 FPS, mouse look and a self-updating launcher, with humans tracing the game in RenderDoc and Ghidra.

The Little Bit team, based in Ukraine, made a native Windows port of Deadly Premonition (Xbox 360, 2010) by static recompilation. Their README says Claude, through Claude Code, writes most of the code, including the SDK patches, mid-assembly hooks and launcher, while people do the investigation and testing.

How it was done

The game's code is translated with the ReXGlue SDK, and Claude Code writes the patches and hooks around it. The team splits the work: people capture what the game really does in RenderDoc, read the game's code in Ghidra and the recompiled listings, play every build, and decide what ships. The README gives examples, such as tracing a sky banding bug to 2 bits of alpha and a noise bug to a render target format switch. Claude reads the large runtime and game listings, ports patches between projects and keeps the launcher, docs and regional builds consistent.

Results

Version 2.0.14 offers 60 FPS on the console's own time base, real mouse look, keyboard and PlayStation prompts, FSR 3 and 2x supersampling, a launcher that updates itself, and support for PAL and USA discs. A native DirectX 12 renderer is listed as ready for testing. The release contains no game files, so players supply their own disc.