BatteryShark

Reverse engineering, game hacking, AI security, and low-level systems

These are old and current notes from reverse engineering, game hacking, compatibility work, hardware dongles, Windows internals, arcade boards, and the occasional “this should not work, but let’s find out” engineering detour.

The archive is intentionally readable rather than glossy. Some claims are artifacts of their original date, but the useful parts are the method: how the target was explored, where the assumptions broke, and what the tooling revealed.

Start Here

A few good entry points into the archive, depending on what kind of rabbit hole you want today.

Topics

Masterpiece Series

A six-part homebrew experiment around making PC games feel more console-like, from filesystem layering to the frontend.

  1. 2021-10-25
    Masterpiece - Consolizing PC Gaming (Part One)

    The opening context for a homebrew attempt to make PC games behave more like a console library.

  2. 2021-10-25
    Masterpiece - Implementing a Layered Filesystem (Part Two)

    A filesystem-layering approach for packaging and redirecting game files without making every install special.

  3. 2021-10-25
    Masterpiece - Making a Custom Operating Environment for our Processes (Part Three)

    How the project shaped process environment, hooks, and operating context once the filesystem layer existed.

  4. 2021-10-25
    Masterpiece - Putting together an App Format (Part Four)

    Packaging the filesystem and runtime assumptions into an app format that can be moved around sanely.

  5. 2021-10-25
    Masterpiece - Creating an App Controller (Part Five)

    The controller layer that ties app packages, process control, and runtime behavior into one launch path.

  6. 2021-10-25
    Masterpiece - Slapping on a Frontend and Wrapping it Up (Part Six)

    The frontend wrap-up for the Masterpiece experiment: enough UI to make the system feel like a coherent console shell.

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