
What was done
N0zoM1z0 continues the GensokyoClub Imperishable Night reconstruction with AI agents doing the engineering: 1,106 of 1,107 authored functions accepted exact, plus playable Linux and browser ports.
This project continues the public Imperishable Night reconstruction which GensokyoClub moved into private development in response to AI decompilations, keeping the original authorship in the history and carrying the continuation forward under the same MIT license. AI coding agents do the engineering here, in the open, while the human maintainer sets direction, reviews releases and supplies the legally obtained target and game data. Agents work on bounded tasks from the repository rules, ledgers and skills and check every conclusion against the verified target executable.
How it was done
The original Japanese 1.00d executable is the only authority. Exact matching rebuilds the source with the game original Visual C++ .NET 2002 toolchain under Wine, compares code and relocations against the target, and replays accepted units cold after any shared change. A semantic pass turned the matched code into readable C++ with protocols named from the binary itself: all 184 primary script opcodes and 101 operand selectors, plus sound and replay systems the neighbouring projects had left unnamed. A guard keeps the naming debt out of the target-side source, audited at zero against comparable projects.
Results
1,106 of 1,107 authored functions are accepted exact, covering 459,396 of 459,757 authored bytes. The native x86-64 Linux port is playable through a full route and practice runs, and a browser port plays from a legal game install and never stores its data files. Windows and macOS ports remain in progress and the remaining whole-image layout work is tracked in the repository ledgers. The repository ships no game data: play from your own copy.