Evidence at a glance
Based on the linked sources. The author's reported result and independent confirmation are separate checks.
- AI involvement
- Reported models: Claude. Tools: hm.py, PCSX-Redux, Python 3.11+, Git. The writeup below describes the work attributed to AI.
- Reported result
- Works. This is the directory's source-based outcome classification.
- Independent confirmation
- Not reported.
- Human work and limitations
- The project explicitly states it does not distribute game data and requires a user-owned disc image. The framework relies on the coalslav/hmbtn-decomp project for the underlying game source.
Original sources
What was done
A modding framework for Harvest Moon: Back to Nature (PS1) that leverages a matching decompilation to allow C-based modding, asset patching, and automated build processes for the PlayStation title.
The hmbtn-modkit is a modding framework for the PlayStation game Harvest Moon: Back to Nature (USA). It is built upon the hmbtn-decomp project, which provides a complete matching decompilation of the game, allowing for the generation of byte-identical retail executables. The kit provides a CLI tool, hm.py, to manage mod installation, compilation, and testing. It supports C-based code modifications via hooks, asset patching using .xdelta files, and sprite manipulation. The framework includes a test harness for headless execution in PCSX-Redux and enforces memory constraints to ensure mods fit within the PlayStation's 2 MB RAM limit. The repository includes documentation for using AI agents, such as Claude Code and Codex, to assist in mod development. Commit history credits Claude Opus 5.5 as a co-author for the initial project import and the addition of test helpers. The kit requires a user-provided raw .bin disc image of the game and is supported on Linux and Windows (via WSL); macOS is not supported directly.
Reproduce it
python hm.py setup --disc "/path/to/Harvest Moon - Back to Nature (USA).bin"; python hm.py build; python hm.py build --all