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GTA San Andreas Reverse Engineering

27:25 recording · EN · 2 speakers

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Executive Summary AI
  • A community project begun in 2019 to fully reconstruct GTA San Andreas's code was only about 60% done after six years, until Selim, who is not a developer, used the Codex AI to finish the reverse in two months.0:20
  • Selim explains reverse engineering as finding the recipe of a cake from the binary, cites Super Mario 64 and Pokémon as precedents, and notes San Andreas has between 12,000 and 15,000 functions.1:15
  • Starting in Ghidra with hundreds of manual copy-paste exchanges, he built an agent pipeline that picks the next function, reverses it, reviews it line by line against the assembler source of truth and hands it to him for in-game testing, releasing the tool on GitHub.6:25
  • He warns that Rockstar has had every GTA reverse repo taken down, then describes discoveries such as the GTA 3 Script mission language, a near-finished multi-protagonist system in San Andreas and his GTA-in-GTA mode.13:15
  • He demos a tool that turns a video such as MrBeast dancing into an in-game animation, a 35-tool modding site with a map editor, and recounts finding real Los Angeles and Las Vegas locations photographed for the game's textures.20:16

Brief overview

Non-developer Selim used AI agents to finish reverse engineering GTA San Andreas in two months after six years of community work.

  1. AI agents finished a six-year reverse in two monthsThe project stood at about 60% when Selim began, and the complete reverse took two months.
  2. A review agent checks code against the assemblerThe assembler is the source of truth, so each rewritten function is testable before in-game checks.
  3. Rockstar takes down GTA reverse projectsEvery GTA reverse repo was struck, and the GTA 3 and Vice City team settled to stop touching Rockstar products.

Questions this recording answers

10 questions, each answered where it is said
How did a non-developer finish reverse engineering GTA San Andreas so quickly?

The community project started in 2019 and was about 60% done. Selim, who couldn't type an HTML line, used AI agents like Codex and built a pipeline where agents find the next function, reverse it and review it against the assembler code. From when he started, the complete reverse took two months.

Answered around 11:40
What is reverse engineering a game?

Selim compares the game's binary file to a cake and reverse engineering to finding its recipe. Using disassemblers you analyse and map the binary, then rewrite it so that, when compiled, it gets as close as possible to the original. With that source you can modify anything, including the physics engine.

Answered around 1:15
How does the AI agent pipeline for reverse engineering work?

An agent finds the next function to reverse in a logical order, fetches its assembler code and pseudocode from Ghidra, and passes it to another agent that rewrites it. A review agent compares the rewrite line by line to the assembler, the source of truth, until they reach consensus, then a human tests it in game.

Answered around 9:04
How do you test each reversed function?

Each reversed function is packaged as a plugin or mod: the game's original function is unplugged and the reversed one is plugged in, so functions can be tested one by one or in batches. Selim let agents run for hours, sometimes reversing 200 functions in a night, then tested in game.

Answered around 7:48
Is it legal to publish a reverse engineered GTA source code?

Technically the code is your own since no line is copied, but everyone who reversed a GTA had to remove their repo. The GTA 3 and Vice City team faced a complaint and potential millions in fines from Tech2, and settled by agreeing never to touch Rockstar products. Nintendo is more lenient.

Answered around 13:02
Which games have been fully reverse engineered before?

Super Mario 64 launched the movement, reversed in about four years, allowing native ports to PC, Mac, Linux and Nintendo 3DS. Pokémon Red, Blue, Emerald and Crystal followed, letting the community create games like Pokemon Unbound. San Andreas has between 12,000 and 15,000 functions.

Answered around 4:34
What hidden features were found in GTA San Andreas's code?

The code contained an almost finished multi-protagonist system, the mechanic later used in GTA V with Franklin, Trevor and Michael, letting you switch characters in free mode; a recent mod reactivates it with a button. Missions were written in GTA 3 Script, Rockstar's own BASIC-derived language.

Answered around 18:22
What is the GTA in GTA mode?

In the mode, CJ goes to his house, sits in front of the TV and launches a console to play Vice City or GTA 3. Because all three games are now reversed and share an engine, GTA 3 runs inside San Andreas with frames shown on the TV, saves included, without lag.

Answered around 19:14
Where did GTA San Andreas's textures come from?

A former Rockstar developer from 2002-2003 told Selim that the textures are photos taken in real life, from a two or three week trip between Los Angeles and Las Vegas. Selim tracked down locations, recognising doors and cracks, and even found a shop from the game.

Answered around 24:19
How can you create an in-game animation from a video?

Selim built a tool where you upload a video of dancing or walking, such as MrBeast dancing, and it detects the skeleton and outputs a game-ready San Andreas animation in about five seconds. It also works with motion capture from two phones and is part of a 35-tool modding site.

Answered around 20:20
Key Quote
“We will take the image of a cake, which is your binary file, your game in this case.”
— Selim1:17
Key Quote
“To reject Ascendress, we are on between 12,000 and 15,000 functions.”
— Selim6:09
Key Quote
“had been started since 2019 and in terms of progress it was about 60%.”
— Selim11:44
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