Headless-Ghidra toolkit for reverse engineering 32-bit DOS and Win32 games (1993-2010): own LE/LX loader, Watcom calling conventions, library signatures, MCP server
View on GitHub ↗retro-kit – reverse engineering old games (headless Ghidra)
A toolkit for decompiling 32-bit games from roughly 1993–2010 with headless Ghidra:
- DOS LE/LX (DOS/4GW, DOS/32A, PMODE/W, CauseWay, DOS/4G bind; also OS/2 LX and VxD) built with Watcom C/C++ – with its own LE/LX loader for Ghidra and Watcom compiler specs for both calling conventions. - Win32 PE (typically MSVC): DirectX calls through COM vtables shown with their method names, Miles/Smacker/Bink/FMOD/BASS imports typed, C++ classes from MSVC RTTI, the compiler version from the Rich header.
The output is a workspace with one large .c file holding every function plus indexes (functions, call graph, strings, fixups/pointer tables, imports) that you can grep and split up between people or AI agents. Names found during the analysis go back into Ghidra and the export is regenerated.
Prerequisites: Ghidra 12.x (unpacked), a JDK 21+ (JAVAHOME), Python 3.10+.
Ghidra is found via --ghidra DIR, $GHIDRAINSTALLDIR, or a ghidra/ghidra directory next to the game or the kit. install-loader compiles the loader with javac against that Ghidra (no Gradle), installs it into Ghidra/Extensions and registers the Watcom compiler specs; run it again after updating Ghidra (doctor tells you when).
analyze detects the format, the loader and – for Watcom – the calling convention (--cspec watcomwatcomreg overrides it) and stores them in GAMEanalysis/retrokit.json; later commands only need the workspace. A workspace:
From the project README.
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